| Search |
|---|
| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 4230 | 🙂 | General | Turn On and Turn Off should be called Power On and Power Off. They should also be Global and accept a unit, so that we can control power to walls and idle buildings. | 2024-04-13 21:39:06 | |
| 4229 | 🙂 | General | pretty good so far! | 2024-04-13 08:05:53 | |
| 4228 | 😟 | General | Would love to be able to find entities in range from a selected point. An example use of this is to ask "is this target within reach of any foundation?" (which is in turn is an interesting question to ask because it's a proxy for "is this a safe place for me to go pick up items", for which power grid isn't a very good proxy for since they're so large). Still fine if this only works for entities within visual range of the current unit! | 2024-04-12 21:47:12 | |
| 4227 | 😟 | General | I get dropped from network games when attempting to sync a behavior to >100 units at a time :( The behavior does also cause a large number of components to be unequipped, and logistics requests (which should no-op) to be made, probably roughly simultaneously. The kick happens too fast for me to tell if that's part of the problem or not. It may be good to give behaviors a staggered start when doing a mass update! I think introducing a Stagger instruction which pauses for a random amount of time and thus lets players explicity avoid thundering herds in their behavior code could also be wise. | 2024-04-12 21:11:43 | |
| 4226 | 😀 | General | it be great! | 2024-04-12 03:32:14 | |
| 4225 | 🙂 | Bug | Having a small bug in the attached save game. The selected unit, when starting its behavior, it just instantly stops again. There are no warnings about call depth or the instruction limit. I've had several units using this behavior suddenly be found idle with their behavior turned off, and I can't figure out why. While creating the behavior earlier, I did have some of the subroutines disappear and need to be loaded in, but that has not happened since. | 2024-04-12 02:13:02 | |
| 4224 | 😟 | Bug | Dear developers, I am attaching the save game as requested. This is regarding the "Human Discovery stuck on 4/8" issue I mentioned on the Steam forums. | 2024-04-11 19:32:53 | |
| 4223 | 😟 | Suggestion | As this is something that has bitten me too many times to count: Could you please modify the autosave function so that it doesn't save multiple versions of a paused game? I'm well aware that I may be an outlier here, but I have had to walk away from a Very Recent mistake with the only option I have time for is to pause the game. The fact that the game continues to auto=save while the game is paused means I don't have an autosave to go back to, which means I have to go back and potentially lose hours of work, all for a set of autosaves with absolutely no changes between iterations. | 2024-04-11 09:37:55 | |
| 4222 | 🙂 | Suggestion | I'm hoping we can have library sub-folders. Just one level would be great because it's getting cluttered. | 2024-04-11 07:36:56 | |
| 4221 | 😠 | General | help! I cant advance. Need anomoly resimulator. google is useless. | 2024-04-11 00:02:41 | |
| 4220 | 😟 | General | When I use escape to close a menu, please put a brief pause, maybe 0.5 seconds from that action to opening the escape menu. Doubtful I'm the only one who presses escape twice. | 2024-04-10 23:57:54 | |
| 4219 | 😀 | General | the way you can destroy buildings is annoying ! | 2024-04-10 17:34:11 | |
| 4218 | 🙂 | General | Schleifensignal zeigt kurz was an dann wird Ergebniss wieder gelöscht Sieht nach einem Bug aus oder ? | 2024-04-10 05:03:30 | |
| 4217 | 🙂 | General | Liegt ein Bug vor bei der Funktion Signal Schleife ? | 2024-04-10 04:59:12 | |
| 4216 | 😟 | General | Two requests for behaviors and inventory mangement: - it would be great to be able to know if a slot is locked while looping over slots. See how that takes (afaict) at least two extra instructions for a separate counter? - 'Order Transfer To' desperately needs an option for not commandeering the current unit. Placing orders in the logistics system should do exactly that: place an order... in the logistics system. It should not then assign this unit to logistics duty, if this unit would not already naturally do so. (For example, if the scout I give this behavior to doesn't have Supply or Deliver mode enabled, ordering a transfer shouldn't make it budge: someone else should come do the pickup.) | 2024-04-09 15:14:45 | |
| 4215 | 🙂 | General | Behavior documentation/consistency: loops: it seems like some of them clear the output variable when done (Loop Signal Match does this) and others don't (Loop Entities In Range). Pick one style please :) Or at least get some mouseover documentations for behavior functions! | 2024-04-09 13:50:53 | |
| 4214 | 😀 | General | just wanna tell you im having fun and its relaxing. | 2024-04-08 19:08:47 | |
| 4213 | 🙂 | General | I would like, to set different "Supply Items" or "Request Items" on different "On Channel ...". For example, the storage block request items on channel 1 and supply items on channel 2. | 2024-04-08 16:07:35 | |
| 4212 | 😟 | Bug | Rally Point change causes blueprint to be ignored. How to reproduce: 1) Set a robotics factory to build a blueprint. 2) Change the rally point + distance of the robotics component (e.g. to a commander unit) while it is waiting for ingredient 3) Wait for unit to be built Result: The generic unit is built, and any blueprint specific changes are ignored. Components prepared for producing the unit stay in the factory and are not reserved any more. | 2024-04-07 21:08:35 | |
| 4211 | 🙂 | Bug | As there is no stat besides visibility range how a miner finds the next ressource to mine, increasing visibility range should also increase the range in which the miner finds the next ressource. Or make it a indepent stat and create a separate module for that. | 2024-04-07 11:54:09 | |
| 4210 | 😀 | General | Jump-Label needs a corresponding Return statement that remembers the last executed Jump and restores control back to it, making Jump function more like old school BASIC's GoSub command, rather than its Goto. It would also be cool if a comment on a Label was automatically displayed on all connected Jumps. | 2024-04-07 02:19:34 | |
| 4209 | 🙂 | Suggestion | The behavior option to Place Construction should return a reference to that building. Likewise, there should be a WaitForConstruction option that takes said parameter as an input, and replaces it with a reference to the constructed building's reference when done. | 2024-04-06 16:28:41 | |
| 4208 | 😀 | Suggestion | A soundtrack for the game would be nice. Music is calming most of the time. | 2024-04-06 15:29:00 | |
| 4207 | 🙂 | Suggestion | The behavior option to order to shared storage should return the shared storage unit, so we can respond to it being full. | 2024-04-06 15:10:09 | |
| 4206 | 😟 | Suggestion | Let us send feedback from within the Behavior editor. | 2024-04-06 15:08:30 | |
| 4205 | 🙂 | General | Would also really like a way of marking entities with a color or other label, so they can be ignored in loop evaluations. | 2024-04-06 14:08:10 | |
| 4204 | 🙂 | Suggestion | Would really like a CanPath option in behaviors. | 2024-04-06 14:02:52 | |
| 4203 | 😟 | Bug | My "Automated Scout" cannot receive any Items requested by my behavior. I'm using the request wait instruction. Manual Requests work as expected. | 2024-04-05 21:50:18 | |
| 4202 | 😟 | General | ein scout hat sich in ein loch teleportiert und kommt nicht mehr raus | 2024-04-05 14:59:01 | |
| 4201 | 🙂 | General | DEDICATED SERVERS PLEASE!!!!!!!!!!!!!! | 2024-04-05 13:48:08 | |
| 4200 | 😟 | General | Am I stuck on 9/11 here? Did extensive googleing but can't seem to teleport. also in game research is stuck on last bar. | 2024-04-05 04:09:45 | |
| 4199 | 😟 | General | This dude's range indicator is stuck permanently on. | 2024-04-05 03:09:58 | |
| 4198 | 😀 | General | trying to control my power, i shut down research buildings that were unneeded at the time. I powered up several then started research, but the research was allocated to buildings that had been powered down. I have also noticed that bots respond to requests made by powered down buildings. Looks like we disagree on the definition of 'powered down.' | 2024-04-04 23:29:56 | |
| 4197 | 😠 | Bug | cannot get items to build they fill the inv with junk items and cannot get materials to fully build | 2024-04-04 22:20:55 | |
| 4196 | 😀 | General | Супер | 2024-04-04 15:29:42 | |
| 4195 | 😟 | Suggestion | Oops, didn't realize the face button was the send button. Currently I think the game suffers from problems with flow of progression and presentation of the behavior modules. - When you discover a new technology branch there is little to then guide you as to what the new things are you can do and how to make use of them. There is little apparently "unlocked" or added to the game with the addition of each new tech discovery. Its adding new things you can build but not really opening up a new area of the game typically. - When behavior modules are first researched the user is presented with the entire library of logic nodes without any suggestion or guidance as to what they should be doing with it exactly. My initial attempts to setup behavior where bots would mine a resource and find other resources to mine nearby when they finish the area failed due to the scan range of bots being too short to find any new locations. Its possible that there is some coordination needed here between scouts and other bots but that is all a bit overly complicated for someone's first volley into this game's Unreal Blueprint like systems. Because the resources are limited you cannot setup behaviors to continue running in just one area. Maybe this is a whole new beast of how one is supposed to approach using this logic system with this game design. But that is my point really. Its really unclear to the player how this is supposed to be used. My third major issue (continuing this from an accidental previous submit) is that the management of manufacturing of internal components is a bit unwieldy as each component takes up an entire inventory slot. It would make sense for them to be able to stack in inventory slots but then of course just exist one at a time in the actual internal slots. Its really odd that an entire building used to store 160 units of iron bars can only hold 8 small bot devices, one per slot. Overall I am looking forward to this game when its completed. I love programming games. And I love "city building" games. But there are some real issues with flow and purpose that I hope can change. | 2024-04-04 12:57:44 | |
| 4194 | 😟 | Suggestion | Cool ideas. Love the concept of putting components into whatever it will fit into. Love games that include logic programming. | 2024-04-04 12:43:54 |