| Search |
|---|
| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 4905 | 😟 | Bug | The chest on the left is periodically requesting items. The chest in the middle is partially fullfilling those requests eventhough it is disconnected from the logistics network. To me this behavior is unexpected and in this case exactly what I don't want to happen. | 2024-12-03 12:33:12 | |
| 4904 | 😟 | Suggestion | So it seems that with aggressive bugs, the game is virtually impossible. They attack after about half an hour and then the next wave is massive compared to the last. I don't think there's any way to progress with the waves hitting that much harder each time. I tried this game mode cause I liked it more that there would be occasional attacks but the attacks are just too difficult to fend off, where as the previous game mode from default game settings was kinda boring as they would never attack till I antagonized them. | 2024-12-03 02:04:49 | |
| 4903 | 🙂 | Suggestion | What if bots could have more than one destination? For instance, I'm moving silica sand a considerable distance and disposing of it at one location. After that, I have more bots redistribute it to other adjacent storage sites, which are subsequently sent to the factories as required. But I could get rid of those other bot tasks if the primary hauler could just make three stops rather than just one. | 2024-12-02 16:23:39 | |
| 4902 | 😀 | General | good game but loikes to crash. | 2024-12-02 11:37:16 | |
| 4901 | 🙂 | Suggestion | I'd like the ability to move buildings. Simply "copy" a building and move it to a new location so that my bots deconstruct it and move it without pulling things from anywhere else in the network. This would save a ton of time when reorganizing my base. I think the copy command should also exclude a few things, but its hard to say what really. | 2024-12-02 01:25:21 | |
| 4900 | 😟 | Bug | Gate cannot be placed properly. No matter what rotation I use when I construct it. | 2024-12-01 23:13:36 | |
| 4899 | 😟 | General | I am attempting to reduce the amount of bots moving around and trying to make a more automated system here of items hoping between connected structures, but I cannot figure out how to get it to do what I'm trying to do. I've disconnected the logistics system of a lot of buildings and found that my bots are still doing all the manual work rather than the storage buildings teleporting resources where they need to go. I even tried to give each resource production building its own teleporter to see if it would teleport resources from nearby buildings but it just won't. I'm starting to get annoyed that the game appears to be forcing me to do 100% of everything by bot alone. It isn't very fun if I can't find a way to optimize these things. In that, I'd also like to have some kind of overflow with this, so I can send overflow one way when it can't go the primary way, but I saw no method of that either. If there is something I'm missing, I guess I missed it. The tutorial was rather basic so it didn't help me a whole lot. I'll see if I can look through the documention to see if I might have missed something there but I have been streaming for a couple hours as my first playthrough, and this is one of the primary things thats been bothering me as I try to optimize things. | 2024-11-30 22:32:17 | |
| 4898 | 😟 | General | tutorial doenst go past 48, probably because i already createed boards before instruction | 2024-11-30 20:57:29 | |
| 4897 | 😟 | Suggestion | Need an unit setting to turn off "Warning taking damage". Gathering blight gas requires taking damage and the alerts keep appearing all the time. | 2024-11-30 12:00:02 | |
| 4896 | 😀 | General | asda | 2024-11-27 15:22:47 | |
| 4895 | 🙂 | Suggestion | Ability to ping locations to other players during a m,ultiplayer session | 2024-11-27 10:34:26 | |
| 4894 | 😟 | Bug | Hey I'm Anita from the server. There's a behavior on the Mobile Command Center, scrolling up will start a unit production code. There are some components in the Twinbot with the deconstructor. The crash seems to happen when the MCC is selected, and another bot delivers a component that is required for the produced unit | 2024-11-24 09:53:48 | |
| 4893 | 😀 | Suggestion | Игра очень хорошая, интересная и так же простая в понимании как и к чему. В данный момент написания отзыва, играю в демо версию игры и уже в восторге. | 2024-11-23 19:14:12 | |
| 4892 | 😟 | Suggestion | Allow blueprints to be built when there are missing technologies. I added the "Portable Transporter" to most of my buildings and now I can't build any of them when I start a new game. | 2024-11-23 17:32:20 | |
| 4891 | 🙂 | General | Hello again, I guess. First of all, I would much prefer to have a "Send" button in this form instead of it sending the feedback immediately after clicking the expression. People look at pictures first and knowledge translated, this time erroneously. Secondly, I would appreciate it component size was more visible, and especially if it was doubled in stats below the item along with the rest. Unlocking a new item can be very confusing. Thirdly, I'd like to be able to copy/paste request orders. Currently if you want to build a lot of new buildings, you have to either: 1) wait for one to be built, request the items, wait for the request and copy it 2) build a lot of platforms, then request a lot of items. Manually, each time. If you've built a lot of platforms already, you might as well deconstruct them - it would be faster than manually sending the requests for each. Fourthly - I can't wrap my head around share storage component. At all. I've read forum posts, in-game codex, wiki - I just don't get it. I can already lock slots to only be available to specific items. Does the component allows me to use "send to shared storage" button? Is that all? And it only takes the pre-defined items? I wanted to make a general storage for my scout items and other stuff that I don't need in high quantity I had to manually unload each and every one. Sadly, right-clicking doesn't unload/load the inventory to a scout - I wish that was the case or the functionality, if it exists, was more visible. Next I've set up the twinbot with that storage module, slots locked to iron ore. My idea was to allow other worker bots to unload their inventory into twinbot, because it has more slots and slightly faster, so that it can travel to a storage area when full. Pressing the "send to shared storage" on my workers didn't work out, it wasn't doing anything. Slotting hoppers into twinbot also didn't do anything. It's... very frustrating to not know what exactly I am doing wrong. Regardless, I've enjoyed my time with the demo a lot. I'll be picking the game up once I get some spare cash. Wishing you the best with the development! | 2024-11-23 16:43:18 | |
| 4890 | 🙂 | General | Hello! | 2024-11-23 16:32:39 | |
| 4889 | 😠 | General | what understood button | 2024-11-23 14:16:37 | |
| 4888 | 😠 | Bug | tutorial 56 says click understood to continue but is no understood button | 2024-11-23 14:16:10 | |
| 4887 | 🙂 | General | In research tab, the remaining time does not update while the tab is open. I need to re-open the tab to update the remaining time of the research. | 2024-11-23 11:17:16 | |
| 4886 | 😟 | Bug | Stuck in early game where tutorial thinks I didn't do a task. No way to move forward. | 2024-11-21 21:19:16 | |
| 4885 | 😟 | Bug | I cannot get past 32-expanding production. I've made 5 buildings yet I'm am still stuck here. | 2024-11-21 20:53:13 | |
| 4884 | 😀 | Suggestion | Problem: When hacking an enemy base, the floors display enemy color on the minimap. So even after an enemy has long been defeated, they appear to be in your base. Suggestion: Exempt floors from minimap coloring. | 2024-11-21 14:35:39 | |
| 4883 | 😀 | General | укнкп | 2024-11-20 23:09:35 | |
| 4882 | 😠 | Bug | Gates are failing to change orientation, both when rotating already built gates or rotating the hologram when building/deploying. | 2024-11-20 16:12:12 | |
| 4881 | 😟 | Suggestion | Save the state of P and G in the savegame | 2024-11-20 11:28:50 | |
| 4880 | 😟 | Bug | The AMAC doesn't seem to be working right in this version, whenever I launch with items in the AMAC inventory, the satellite doesn't grab them for some reason. | 2024-11-18 16:35:21 | |
| 4879 | 😟 | General | Having come back to the game since last playing it in June, this is the game I always thought you would produce. Congratulations. However, I have noticed that the Advanced Research sections do not complete automatically. I am up to Matrix Technology and the research completed perfectly up to the point where I need 4, 1, 1 items and then it stalls. I have had to manually supply my research (x7) points for the last 4 sections with the materials required. Once that happens it completes in less than 30 seconds. I have waited up to 10 minutes for that last lot of materials to be automatically delivered. | 2024-11-17 23:22:14 | |
| 4878 | 🙂 | Bug | This Incident take my warriors and kill the infected robot using the Q key. seems cannot click target anything since last experimental update. | 2024-11-16 23:57:53 | |
| 4877 | 😠 | Bug | Hi, so behaviors are completely broken and if anybody wants to make larger one, then he cant. Right now in my behavior, which rotates inside set points for anything to clean (resources or dropped items right now) I also added function to check what weapons I have equipped. Now I have prepared for 4 slots to store, so I needed to reset these outputs so they don't add but overwrite, however when I clear these outputs, it also clears some constants I have set. This behavior happened on another function and on its own, function works fine, when I call this function inside another one, then this happens. Which makes everything annoying and pointless. | 2024-11-16 18:20:42 | |
| 4876 | 😟 | General | Here's a screen shot and save, Item transfer only Clicked. This is made from Saved BPs whith mods, but opted out of mods but kept the BPs cause they were still looking and working ok. | 2024-11-16 07:25:37 | |
| 4875 | 😟 | Bug | Item transfer Not Working? | 2024-11-16 07:21:52 | |
| 4874 | 😟 | Bug | Here it's doing it now!!!!!! | 2024-11-16 07:08:30 | |
| 4873 | 🙂 | General | Hey there, love the game! Spent quite a bit of time with it now, and thought I could provide a few useful suggestions: 1. The visual language of the components could use some disambiguation. Many of the components look very simular to other components of different purpose. For example, Crystal Power and Small Turrets, Miners and Weapons. Pulse weapons and Power Cells. Colour coding them to their types is probably the easiest solution, but I think adjusting the shape language would be better. For example, weapons could be given barrel shapes, mining equipment could be given a more tactile shapes like claws or drills, and power cells could be given the crystaline shapes. 2. The behavior programming is by far the game's most destinguished feature. It's excellent and what has me hooked. It's a shame to make players wait to unlock the behavior controllers to discover it. I think the controllers should be built into every unit and structure and that supplimentary components could be put into the research tiers. Examples, memory modules for storing arrays, communication modules for transmiting multiple registers at once to any units listening out for the transmiter, behavior loaders for swapping behaviors, ect. A few of those example have mods already. 3. Here's a quick list of some instructions that I'd like to see: Arrays, loops, for and not functions please. Additional inputs to any instructions that assume self to instead take another unit. Information types that can better map the terrain, specificaly a cliff type that I could check for before telling a unit to move to a location. | 2024-11-15 22:15:48 | |
| 4872 | 😟 | Bug | After running the behaviour Defending Worker [Radio] on the unit named "Bugged Worker" is has changed (in display) to "Sub - Send signal". The code when I edit it is still the original, but it appears broken, I never had an exit but the behaviour is stopped and it stops again if I run it. | 2024-11-15 19:16:14 | |
| 4871 | 😀 | General | 还能 送达方式 | 2024-11-15 09:33:50 | |
| 4870 | 😟 | Bug | Item transfer Only is not functioning as it should. I set my buildings to it and they keep getting deliveries from outside sources. | 2024-11-14 09:35:06 | |
| 4869 | 😟 | General | item transporters being funny | 2024-11-13 11:01:43 | |
| 4868 | 🙂 | Bug | I really like the new "production time with overclocking" tooltip (the green number in the tooltip shown). But I have noticed that the tooltip for Satellite Uplinks specifically shows the wrong overclocking for oversized sockets. The Uplink is actually overclocked at 250% (200% from the 3M1L building and another 50% from being an L socket), and is running at 250%, but its just a display issue in the tooltip showing 200% speed (or more accurately, 1/2 duration). It doesnt appear to affect Refinery recipes or other production buildings. | 2024-11-10 19:36:40 | |
| 4867 | 🙂 | Bug | Why does the Iron Bar Distributor large beacon not supply iron bars without the warehouse directly feeding the beacon? The Metal Ore Distributor large beacon exhibits the proper behaviour and all other settings are the same on beacons, warehouses and fabricator buildings! | 2024-11-10 16:30:11 | |
| 4866 | 🙂 | Suggestion | Hi again, I have few suggestions: 1)can flyers work same as shuttles, that is to not just stay in logistic area but just consider if everything is in same network? Thing is that when I build some building outside of power area, shuttles which are set to help with construction sent items to said building, but flyers even human ones and also land units cannot leave powered area as shuttles can. 2) It would be great to add few behavior logics, namely: - Count all set items in inventory, not just requested or remaining, all present in units storage. - To be able to change settings of logistic network of unit controlled by behavior. - To be able to reserve items, that is block them so they are not considered free to be used in logistic network unless released or used by building (almost same as construction components which reserve required number of items for construction. - To be able to create own function blocks with different input or output contacts (create function which works in called behaviors as input points or output points so we can make our own functions) 3) Maybe add more buildings, either one with 2 L sockets or one with 1 L socket but also 3 S sockets. 4) Also maybe do something so power cores, power cells and such permanent power sources fluctuate (maybe through blight storms or new solar flares or something) because these are unlocked pretty soon and at same time as batteries which makes those almost useless (at least L one is pretty useless because it is too big). 5) What about some more flying units especially with S slots? For humane use of coarse :) 6) Oh yeah and re-simulator feels little bit underwhelming to me. Not many usable recipes there and few of them when you can use them you also can craft them through research (laser extractor, blight charger, blight crystal chunk, infected circuit board...) others are however very good, especially light mining laser, engineer and human flyer. Thanks and also thanks for such great game, fun to program my own automated base, not just build buildings and connect them but also give life to it. Can't wait for full release. | 2024-11-09 19:33:09 | |
| 4865 | 😟 | General | Hi, I believe that logistic networks have serious flaw, for example it looks like they ignore some settings. In this example I made behavior in first building which takes signal which is item to craft, takes it's resources, fix all slots in building storage as necessary and then requests them. This building (input) is set to logistic network 1 and only for requests. Then signal is sent to second building with transporter, which also divide items from recipe plus one slot of crafted item and then takes these items (not requests them) from first building storage. This building it set to logistic network 2 with deliver and supply option only through teleporter. It is set as this so crafting buildings can request from this building necessary ingredients and then through store command set to third output building crafted items are sent to it (this building is in logic network 1 and 2 so my shuttles set to network 1 can distribute these items freely, building is set only to supply). However with this setup I noticed rather constantly that input building receives through request items from tranporter building even though these two are in separate networks. It looks like there are three types of storage requests, by component (which works fine), manually (which also works fine) and through behavior (which sucks, because it looks like it ignores network settings). | 2024-11-09 19:06:07 | |
| 4864 | 🙂 | Suggestion | TL;DR: - Automation tech too late in content to be truely useful - Storge tech too late in content to effectively rebuild/re-design, - player path fixed to get late into robotics first otherwise no automation available Feels that the automation and storage related tech could benefit alot from being positioned earlier in the tech tree. my point of view if that the the mats that require mass production are the once benefiting most from automation and programming, which is the main feature of this game. Automation for mass production, programming for fine tuning. while programming become available at almost the very beginning proper automation require transporter tech well into late game, or atleast large beacon. ater large beacon unlock, there is no more mats that require large scale production, with ic chip, electrodes, fiber and matrix left, which can all be managed with a single building each, with matrix probably requiring most production, but say 8 assembler worh of production power is more than enough, which you'll only need 2 of the 2x2 3M building and that will be enough. The problem with this is that automation is needed the most for mats that require large scale production such as energized plates where to be comfortable you'll likely need aroud 40-52 assemblers worth of production power or cables anywhere between 20 - 40 depending on play style. 140+ for metal bar and 100ish for plates by late game, as you can see, by the time players get to crystal powder and frames there isn't much large scale pdoruction left. this led to the best use for the technology would be to tear down parts of your base and re-design. this brings us to the next point, storage, to effectively re-design or utilise the upgrader a very large storage space is required to juggle the goods, unlike games such as factorio or statisfactory, storage in this game is much smaller and large storage are only accessible very late in game. now I like the new challenge this brings but to a large extent it defeats the purpose of the game Because what this is feels like to me is that I have to design my base 'perfect' from step one and because when I needed the most, the only automation tech I have access to is small beacon and portable tranporter I am being forced to design my base in BIG square blocks as you can see in my saved game. yes, there are others production chains such as human tech and alien tech, but I can see the team is trying not to have a single fixed progression, which I greatly appreciate, and currently I feel like I 'have' to get to late robotics research before I explore other tech tees. I don't usually write this much, but I love this game and want to see it succeed and want to see the team succeed | 2024-11-09 09:25:37 | |
| 4863 | 😟 | Bug | Constant looping error referencing 'Error in extra_data table' | 2024-11-07 09:40:36 | |
| 4862 | 🙂 | General | ordering the build of a Miner Mk II unit at the HQ Mk II building at this state crashes the game right after leavig pause mode. | 2024-11-05 16:22:59 | |
| 4861 | 😀 | Suggestion | Requesting a feature to select a building and then context menu to select all units that has this building in a behavior register. not just goto or store register. thanks! | 2024-11-03 04:24:52 | |
| 4860 | 😟 | Bug | The Behaviour Controller in the 2x2 Building at (-79, 81) contains a script that reads the recipe from each production capable component. The first iteration works as intended, the second iteration with the assembler doesn't update the recipe variable "c" to the large wind turbine. This seems like a bug. | 2024-11-02 14:42:20 | |
| 4859 | 🙂 | Bug | Upgrading a unit from clipboard does not copy behaviour. | 2024-11-02 09:04:46 | |
| 4858 | 🙂 | General | Bonjour Lorsque l'on utilise un déployeur sur un bâtiment 2S qui contient 2 déployeurs de drone avec des drones à l'intérieur, lorsque l'on pose le bâtiment, il n'y a plus les drones à l'intérieurs... Ils disparaissent ;-; Merci! (:(:3) | 2024-10-31 12:20:15 | |
| 4857 | 😀 | General | Ponjour, Le "send developer feedback" marche pas :( Sinon j'aime beaucoup le jeu :pouce: (:(:3) | 2024-10-31 12:18:30 | |
| 4856 | 🙂 | Bug | potential bug or am I just blind? why is the 2x1 1M with a porter on #1 not droping the stuff into the 1x1 24 on storage on #2? different channels were no problem so far | 2024-10-31 11:11:53 |