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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 4292 | 🙂 | Suggestion | Having a way to place multiples of buildings would be helpful. | 2024-05-15 20:51:13 | |
| 4291 | 🙂 | Suggestion | The ability to draw a more lines like that used for showing storage and got ally unit but as a command in behaviour. Would make the debug ability so much higher | 2024-05-15 09:32:52 | |
| 4290 | 😟 | General | please add a way to view current rate of production of various things. I want to know how starved my machines are. | 2024-05-14 07:28:17 | |
| 4289 | 🙂 | Suggestion | Please add the function to find behaviour modules that are not started. | 2024-05-14 06:07:51 | |
| 4288 | 😠 | Bug | Mouse cursor often vainsh. | 2024-05-13 10:21:11 | |
| 4287 | 😟 | General | Maybe an issue with old saves, but I've been looking for an hour and I haven't found an anomaly resimulator | 2024-05-12 04:23:43 | |
| 4286 | 🙂 | General | I wish bots could "be on the logistics network" while mining. After a while it seems like they have to be taking off the logistics network with a dedicated worker bot to move the resources to storage for them. This is very micro manage-y and I wish there was some automation here that didn't require so much effort to maintain. | 2024-05-12 01:24:14 | |
| 4285 | 😟 | General | Mining bots should have | 2024-05-12 01:22:26 | |
| 4284 | 🙂 | Bug | One of the waves of attacking bugs are stuck at the crystal field, trying to move through it but since they can't, they're just doing the 'movement animation' in place. I suspect the intended behavior should be to path around the crystals. | 2024-05-11 21:06:34 | |
| 4283 | 😠 | General | good | 2024-05-11 17:01:00 | |
| 4282 | 😠 | Bug | All my runners are sitting around not moving anything, the only way anything's getting done is if I manually ferry stuff and I can't figure out where the problem is | 2024-05-10 03:30:36 | |
| 4281 | 😟 | Bug | using scout behaviour, bots can go into blight | 2024-05-09 16:37:43 | |
| 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 |