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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 4280 | 😠 | Bug | The Engineers overclock ability does not work on most components. - structure and special components like inventory slots and behavior controller are not affected by overclock as expected. - active components like mining tool or blight collector work at triple speed as expected. But: - passive components like visibillity module draw triple the power, but fail to give triple the bonus. - charging and generating components like battery, shield or solar cell are completely ignored by overclock. | 2024-05-09 14:06:02 | |
| 4279 | 😟 | Bug | Not able to engage with the step 9/11 of Human Evolution. been reading other | 2024-05-09 07:39:59 | |
| 4278 | 😟 | General | Tutorial seems to be stuck here. I've done what it has asked me to do and it's not progressing | 2024-05-09 01:36:05 | |
| 4277 | 🙂 | General | Advanced Miner Drone should be usable in behaviors once unlocked through the re-simulator. | 2024-05-08 22:42:38 | |
| 4276 | 😠 | Bug | Crash-20240508083140 | 2024-05-08 13:37:32 | |
| 4275 | 😠 | Bug | game crashed spontaneously. Save was Fatal error! Crash in runnable thread PoolThread 5 | 2024-05-07 14:14:07 | |
| 4274 | 🙂 | Bug | I'm having an issue with my display settings and resolution it seems. When I boot up the game, the artwork appears fuzzy or out of focus because of how my system treats the game running in default "borderless fullscreen." I can get it to look nice and crisp when I select standard "fullscreen," making the change that I want, but it doesn't save my display setting selection for the next session. Additionally after selecting "fullscreen" from the drop down menu, the selection will revert to indicate that I am still running borderless (default boot setting) when it is displaying properly in "fullscreen" at full resolution. | 2024-05-06 13:15:35 | |
| 4273 | 😟 | General | The behavior controller needs a serious upgrade that shows you what comes out of all the nodes. Assigning things to variables is clear, but what it means when I connect a 'loop all inventory nodes' to a further instruction is not. | 2024-05-06 06:19:23 | |
| 4272 | 🙂 | Suggestion | Some kind of 'mark for destruction' button that will have my one robot with a destroyer automatically go there and trash it? Having to find it and manually select the destroy target is -I guess, sort of in line with how the rest works- but still a slightly less pleasant user experience. | 2024-05-06 02:25:35 | |
| 4271 | 🙂 | Suggestion | I think pathfinding would be a _lot_ less aggravating to look at if two (or more) drones could share the same space. I'm not sure if you should unlock it entirely, but to see a drone bounce between two different sides of my base trying to get to the other side because every time it gets to a restricted path it's blocked by another is fairly annoying. | 2024-05-06 02:14:23 | |
| 4270 | 😀 | Suggestion | Having some way to 'move' a building would be incredibly convenient. Since I get all resources back from a destruction, I just want to re-build the same object in a different location. | 2024-05-06 02:08:29 | |
| 4269 | 😀 | Bug | gut | 2024-05-05 10:57:45 | |
| 4268 | 🙂 | General | 2024-05-03 19:08:49 | ||
| 4267 | 🙂 | Suggestion | If bad FPS on Windows use Ubuntu. | 2024-05-03 18:58:18 | |
| 4266 | 🙂 | Bug | Sometime recently all of my universal production modules stopped producing and I've tried restarting stuff & I suspect I've hit some sort of bug in how many I have going but for the life of me besides demolishing and going to a less script-intensive approach I'm not sure how to kick it loose | 2024-05-01 03:53:07 | |
| 4265 | 😠 | General | I don't seem to be getting any missions on this save other than the original one to investigate 5 ruins for cubes. Also not getting any points of interest at all, not the one for the silica tree. Unable to get the blight research tree to open. | 2024-04-29 21:47:13 | |
| 4264 | 😟 | Bug | I found how to recreate a bug I've already reported. The bug: When using WASD keys to move the camera around, it randomly starts moving on its own. How to recreate: After renaming a building (in my case, the first 2x2 building that we unlock in the research tree) and pressing enter, if I try to use WASD while the building is still selected, whatever the key I press works automatically even after I let go of the key | 2024-04-29 15:12:35 | |
| 4263 | 😟 | Bug | I always use WASD for movement and at random times since the blight update, my WASD keys start freaking out. Sometimes they move me in the opposite direction and sometimes the camera moves on its own and I can't stop it. In order to make it back to normal, I have to click somewhere on the ground, press the keys according to the direction the camera is moving, and then it starts working. I seem to be having this issue a bit consistently when I'm pressing WASD keys rapidly | 2024-04-28 06:14:35 | |
| 4262 | 😟 | General | Behavior with solve explorable returns missing PUZ. How can I check for this in my behavior? | 2024-04-27 11:32:28 | |
| 4261 | 😟 | General | needs way more hotkeys. click and dragging everything is an incredible friction to playing the game smoothly | 2024-04-25 15:43:22 | |
| 4260 | 🙂 | General | I find the game difficult because of lack of examples. Also maybe the API is a limiting. I am a software developer and I find it difficult. | 2024-04-24 23:12:53 | |
| 4259 | 🙂 | Suggestion | Powered down units/buildings should still charge up their capacitors/batteries. | 2024-04-24 16:15:58 | |
| 4258 | 😟 | General | Really need the ability to change the input for exploring ruins. Being disabled with assistive devices, as it is I'm unable to play. | 2024-04-24 00:58:54 | |
| 4257 | 🙂 | General | kinda fun and interesting, but there is a large learning curve which feels like it makes the fun a little slower to access | 2024-04-23 05:00:42 | |
| 4256 | 😠 | Bug | Step 2 of the mission says "You can find a Human Research Lab as part of any group of Human Explorable structures. Take the Human Explorer to the Human Research Lab, revealing the "Connect" challenge. Click it to complete this step." This never happens, preventing me from progressing. I destroyed my first explorer after hours of trying everything to fulfill this step, without success. My second explorer has the same issue. THE MISSION IS BADLY BUGGED. | 2024-04-22 14:36:46 | |
| 4255 | 😟 | Bug | Behavior fixes slot 2 to a component, then requests that component. When the component is delivered, it's put in slot 1, breaking the rest of the behavior's functionality. | 2024-04-21 21:53:09 | |
| 4254 | 😟 | Bug | Request Wait function for behaviors doesn't seem to function sometimes. Am requesting a capacitor for a building, and the behavior is waiting, but there's no request in the queue for either the building or the faction. | 2024-04-21 21:44:06 | |
| 4253 | 🙂 | Bug | just a visual glitch, fog of war got cut hard on the left | 2024-04-21 21:31:19 | |
| 4252 | 😠 | Suggestion | 번역이 너무 맞지않아 튜토리얼 게임플레이 마저 너무 어렵습니다 | 2024-04-21 15:22:06 | |
| 4251 | 😠 | General | 생산 튜토리얼 번역오류. 스카우터로 번역된 유닛으로 튜토리얼 진행불가 | 2024-04-21 14:40:16 | |
| 4250 | 😀 | General | you need to rework the system of destroying buildings | 2024-04-21 12:52:56 | |
| 4249 | 😀 | General | I am truly enjoying this game. | 2024-04-21 00:37:18 | |
| 4248 | 😠 | General | Reload Behavior button on the selected unit's behavior ui, or as a right-click option on the component. Or just make Behavior Controllers reference behavior object, rather than copying them in full...if someone wants to have slightly different versions of behaviors, that should be for them to manage, not the default. | 2024-04-20 19:16:44 | |
| 4247 | 🙂 | General | Behavior Option: Rename Unit The intent being that automating component changes on a unit/building so that they match a blueprint, should allow that building to be seen as such when hovered over. Of course, it would also be nice to also allow reading the name as a seperate function, too, to assist in automating upgrades. | 2024-04-20 18:44:17 | |
| 4246 | 😟 | General | with out visualtion mod and frame select | 2024-04-20 15:45:24 | |
| 4245 | 🙂 | Bug | When i want to set "-2" in a parameter (and call) it doesnt work, but when i set it with copy it worked. Bug? | 2024-04-19 22:35:47 | |
| 4244 | 🙂 | General | Finding a Beacon Kit in an explorable unlocked crafting them before the tech unlock. | 2024-04-19 16:45:42 | |
| 4243 | 🙂 | Bug | Hello Devs, 1Bug Progress - Ship repair : HD frames 0/1000 Launched a rocket I had loaded (5x20) HD Frames into and roughly 10mins has passed but the progress counter remains at 0/1000. Bug or am I just being impatient as I have a 2nd rocket loaded with only 20 HD frames and I should keep on loading and launching to the mothership? P.S Screen shot shows how I've loaded the 2nd rocket with 20 of the possible 100 HD Frames. I presume I'm doing it right XD 2nd Bug I have one progress tracking at 13/11 steps completed. Only additional info I can provide is I'm still playing the same playthough I started before the update and where is the confused smileface option in the Dev feed back options =? | 2024-04-19 04:16:15 | |
| 4242 | 😟 | General | No points of interest spawning at all? | 2024-04-18 21:54:13 | |
| 4241 | 🙂 | Bug | I made a bug report on the steam discussion forum since I didn't see this spot. It's about turning your monitor off crashing the game. | 2024-04-17 18:34:00 | |
| 4240 | 😟 | Bug | Glitched bots and flowers do not spawn. (Makes Virus research impossible.) | 2024-04-17 16:13:16 | |
| 4239 | 🙂 | General | Add a Stored lined to the power chart that shows the total power stored in batteries and capacitors, and/or an Available line that is Produced + Stored. | 2024-04-17 15:54:58 | |
| 4238 | 🙂 | Suggestion | More basic math functions in behaviors would be useful. I want to make a behavior to move a unit in an orbit around another unit, but this is hard to do without functions like sine, cosine, and arctangent. It would also be useful to have the capability to multiply numbers by non-integers, for example to make a lerp function. | 2024-04-17 13:08:32 | |
| 4237 | 😟 | Suggestion | Bot A* algorithm needs weighting to favor paths that are paved and/or powered. We should be incentivized to build roads, rather than just paving over everything. | 2024-04-17 06:52:15 | |
| 4236 | 😀 | Suggestion | I would appreciate it, if a min-width could be added to the right side of the codex. If one inputs a something that has no entry in the search bar, the width changes rapidly. | 2024-04-16 10:17:55 | |
| 4235 | 😠 | Bug | The human discovery mission step 2 says "You can find a Human Research Lab as part of any group of Human Explorable structures. Take the Human Explorer to the Human Research Lab, revealing the "Connect" challenge. Click it to complete this step." No matter what I do, this does not happen for me. I cannot finish the mission :( | 2024-04-15 20:43:03 | |
| 4234 | 🙂 | Bug | On the mothership we have that signal what need to repair, but cant use that. Try to send an radio transmitter up there to use the free slot, but the radio transmitter not show up on the mothership. I think that a bug because 1 internal slot is free so that we can use it. Solution: Make the signal from the mothership somehow readable or allow to send modules to it. | 2024-04-14 23:41:36 | |
| 4233 | 😟 | General | Finding robotics data cubes to get gateway technology isn't fun and is just frustrating and annoying. Otherwise *extremely* good and fun game, but the datacubes just honestly suck to find. | 2024-04-14 18:13:54 | |
| 4232 | 😠 | General | The stage 9/11 is just annoying. Approximately 3 dozen ports - often in already charted (and solved!!) territory. So no chance or at least REASONABLE chance to find the AI Core | 2024-04-14 12:27:41 | |
| 4231 | 😟 | General | We need a LOT of stuff in the behavior function libraries. 1. The "Keep Distance (Async)" from newman55's Common Instructions mod is something that NEEDS to be in the standard library. Trying to keep a unit near another, but not crowd it to death, is obscenely verbose to do with what we've got in the standard library. Something that picks staggered positions if several units have the same goal is also more or less impossible to do in a behavior, but makes perfect sense for a built-in function to handle. 2. The current Move Async function should honor a range, the same way the sync function does! It's impossible to do much without this! 3. We need ways to tell components to do stuff (shooting, mining, etc) without giving up control of motion. 4. We need ways to enumerate what components a unit has! By category! We need to be able to say "for each weapon installed..."! 5. Combat code with no way to have the script automatically adapt to weapon ranges is pretty rough. A lot of this stuff has been introduced by modders. I've returned to trying to play the base game without these functions, to see if I can replicate them as a player without mods, and it's... painful. Very, very painful. In many cases, just outright impossible (such as with component enumeration). Please, give us some more standard library! | 2024-04-13 22:58:33 |