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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 3698 | 😟 | General | I forgot to send my savegame with the pins not working bug | 2023-12-22 17:43:31 | |
| 3697 | 😟 | Bug | Pins arent working in today's update. I tried to place a pin above a sand patch to the north and its not showing on the map tho I get told that the pin is placed. | 2023-12-22 17:43:09 | |
| 3696 | 😟 | General | After setting an option for a fabricator to produce X amon of an item, or going into that type of window, the arrow keys stop working for key scrolling until the unit is deselected or ordered to move, the arrow keys scrolling vanishes 1 second after the order is given for production or visual change window is dismissed | 2023-12-22 17:17:12 | |
| 3695 | 😀 | Suggestion | A way to prioritize who gets what resources. Right now things are evenly distrobuted but a way to say this production line is higher than this one would be great. | 2023-12-22 13:44:08 | |
| 3694 | 😟 | General | These exploration unlock puzzles are infuriating. | 2023-12-22 10:10:59 | |
| 3693 | 😀 | General | Feels Great! | 2023-12-22 05:29:00 | |
| 3692 | 🙂 | General | Found & fixed human explorer. Found and destroyed huge tree. Found second human explorer. Did not fix yet. Huge tree pin appears on map where second human explorer was (even before map was revealed). Pin cannot be removed. | 2023-12-21 15:57:02 | |
| 3691 | 😟 | Bug | Looks like radar is not picking up infected circuit boards. Look at Weed Killah v2 behaviour, 3rd call. Weed killah v2 is ignoring the infected boards. | 2023-12-21 15:38:05 | |
| 3690 | 🙂 | Suggestion | a form of Gate or laser barrier/wall that would allow our faction units out, but prevent bugs or other factions from entering, or some sort of way to make a door system using walls, because turning off a wall doesn't disable its blocking ability when i tried it | 2023-12-21 10:37:20 | |
| 3689 | 😀 | Suggestion | Hi, es wäre toll, wenn man Items, die man bei Erkundung findet und deren Technologie man noch nicht erforscht hat auch in Gebäuden montieren könnte. Bsp: ich finde eine kleine Solarzelle, diese kann ich in Fahrzeugen montierten, nicht aber in Gebäuden. | 2023-12-20 11:25:58 | |
| 3688 | 😟 | Bug | WHen a mod drop lands on top of an unaccesssable plateu. there is NO way of getting rid of it. broke every one of my cleaning bots, they are all stuck trying to get that dang piece of sand. Needs to be some way of removeing it from game. | 2023-12-19 23:50:34 | |
| 3687 | 😠 | General | Pathfinding is terrible. Even with two openings in the wall, it is possible to get two incoming bots to block two outgoing. | 2023-12-19 21:09:42 | |
| 3686 | 🙂 | General | In the tutorial it is extremely unclear how one is supposed to deploy the first power pole. I finally remembered in Nilaus' intro video he said "everything is either a platform or a component," which was the hint I needed to get the pole a platform. In a tutorial context I'd suggest being a bit more explicit. | 2023-12-19 13:45:20 | |
| 3685 | 🙂 | Suggestion | i couldnt figure out the puzzle where you have to click a bunch, the ones that spin were easy. but cool other than that | 2023-12-19 06:46:44 | |
| 3684 | 😟 | Bug | The crafting components get a weird "ghostly" appearanc. Only sending an unhappy face because there's no inbetween face. Love the game though! | 2023-12-19 00:22:16 | |
| 3683 | 😟 | Suggestion | I have protected my base with 90 Medium Turrets and 162 Repair Compontents. I ought to replace those with Photon Cannons and AOE Repair, but that would require too much work with the mouse. Also I would need 16x16 storage yards just to hold the old items. A new special building that could be instructed to replace all instances of one unit with another and destroy/deconstruct the old items would be much appreaciated. | 2023-12-18 23:27:44 | |
| 3682 | 😠 | General | The Blight Extractor is much too slow. I have 34 units working and Blight Research still takes forever. | 2023-12-18 23:16:09 | |
| 3681 | 🙂 | General | I have been working as a software develope since 1997, so the last thing I want from a video game is to have a work-like experince. Simple autotomation is fine, and it is possible to do a production-chain without the logistic network using the Portable Transporter and Behaviour Controller with pickup only. This means that the game has lots of useless items like: Sign Post, Signal Reader, Shared Storage, Radio Trans/Rec, Portable Power Field. Even the Item Transporter and drones are useless as cheaper/earlier tech gets the job done. | 2023-12-18 23:08:45 | |
| 3680 | 🙂 | Bug | Game, when minimalized, print on the screen random horizontal line | 2023-12-18 22:50:05 | |
| 3679 | 😠 | General | Power handling seems completely broken. Even with aggresive bugs, space is not an issue. Two Solar Cells and two Capacitors can be crammed into one tile and spammed to produce all the power the base needs for cheap. It would be be even cheaper using only one panel per tile and small batteries instead. There is no need to ever build Crystal Power, Solar Panels, Wind Turbines or Medium Batteries — they are all too expensive. The Power Fields are fine in early game to extend the base a bit. With aggresive bugs, the game is a challenge as the bugs may go for the Power Fields. Later, it becomes sensible to build seperate power fields with Power Transmitters and Power Cores rather than extend. These also makes the game too easy. Renewable Energy is fine, but it seems wrong that the sun shines every day and the wind blows constantly. At least Crystal Power burns crystals while the Power Cores generate power from thin air. All power generation without every needing any service or cleaning. | 2023-12-18 22:43:27 | |
| 3678 | 😟 | General | The varity of bots saddens me. The Runner is nice for internal transport routes, the Transporter for external. The Cub/Hound are fine for exploration with firepower. The Twinbot is suberb as a miner/extracter or external storage yard. The Rock can hold a 1000 power core, but that is like it's only purpose. The Engineer is too expensive and slow. I would never build one. The Scout is fine for early game exploration and it is nice that we get one, but to expensive to build. The Dashbot does not seem to have any real purpose. Too weak for an early game fighter. I have found no purpose for Hauler and Mark V. | 2023-12-18 22:21:15 | |
| 3677 | 😟 | General | The turrets seems unbalanced. The Small Adv. is too expensive and does too little damage. It is fine that we get one for free at the start, but I would never build one. The Blight Turret is nice, but the Blight Research takes a long time. The Viral Turret seems too good and cheap. Virus Research is fast and this turret makes the other small ones irrelevant. The Medium Turret is cheap and fine to spam for base defence. Plasma Cannot is too expensive to spam, but fine for an early exploration. The Laser Turret is pointless as the Photon Cannot is so much better and not much further in research. | 2023-12-18 22:07:08 | |
| 3676 | 😟 | Bug | The Big Silica Tree quest is nice early game. I got it too late and one-shot it with a Photon Cannon. Another spawned allowing me to finish the quest, but useless quest at that point. | 2023-12-18 21:43:45 | |
| 3675 | 🙂 | General | 2023-12-18 14:48:15 | ||
| 3674 | 😠 | Bug | Frame rate limit does not work, it keeps resetting to unlimited, both if changed from in game and from main menu | 2023-12-18 14:17:27 | |
| 3673 | 😀 | General | how can im get future from here | 2023-12-18 10:08:38 | |
| 3672 | 😟 | Bug | Sorry, didn't attach a save. I've been working on a building that builds itself - "Expanding Power" I can't build it at all now... When i was building it, it behaved as though each iteration would build the previous iteration - When you say "place construction" is it saving a reference to the library entry, or is it saving a copy of the building as it is now? I'd expect the first, but its behaving like the second | 2023-12-18 09:54:47 | |
| 3671 | 😟 | General | I'm unable to place my new building, "Expanding Power" | 2023-12-18 09:53:05 | |
| 3670 | 🙂 | General | 选择目标显示不明显,建议直接改变选择目标的颜色 | 2023-12-17 07:19:27 | |
| 3669 | 😟 | Suggestion | The ability to change how integrated capacitors are charged/discharged on the grid so my attack bots aren't dead when enemies come. | 2023-12-17 03:07:57 | |
| 3668 | 🙂 | General | Hallo , Leider gibt es nur einen boost von etwas mehr als 30 % anstatt den angegebenen 50 % bitte ändern sonst alles super . | 2023-12-16 21:34:17 | |
| 3667 | 😟 | General | 怎么解决这种问题?我实现了基本的自动化,但是这些物流车老是卡在这里 | 2023-12-16 14:17:59 | |
| 3666 | 🙂 | Bug | not sure if it is a bug: in fall the solar modules produce as much as in summer | 2023-12-16 04:56:12 | |
| 3665 | 😟 | Bug | Shared Storage not requesting excess items. Just below, an Assembler trying to produce Solar Cells is not pushing the Small Battery to the storage with a Shared Storage Component. | 2023-12-16 02:36:32 | |
| 3664 | 😟 | Bug | Shared Storage not requesting excess items. | 2023-12-16 02:34:54 | |
| 3663 | 🙂 | Bug | Haven't noticed this before... I'm trying to request just 30 bug chitlin in "storechitlinbot" but it says "no space in inventory".... There is space for 100 chitlin and no current orders reserving them... i seem to be able to request amounts less than 20 but not over | 2023-12-16 02:09:33 | |
| 3662 | 🙂 | Bug | My Scout goes through the blight when traveling to other locations | 2023-12-16 01:41:28 | |
| 3661 | 😟 | General | 这个版本的采矿无人机程序自己停了 | 2023-12-15 13:46:23 | |
| 3660 | 😟 | Bug | Advanced Miner Drone is not on the list of Unit Types when using the "Compare Entity" instruction. Please add them to this list once you've unlocked them. Not having them on the list makes checking for unpackaged miners harder because I need to package them to count them, which is clunky too because sometimes they just drop to the floor instead of the inventory when unpackaging, even when not full. | 2023-12-15 00:12:13 | |
| 3659 | 😀 | General | Dear Devs.! First of all, I am not a native speaker. Please bare with me. First of all, I was a little bit scared to buy this Game. There was so much fuss about "You must programm, to get this game working." And this is not true. I tried it, lets say, the "hard way" and it was good. But I have to admit, with behavior routines, it began to shine. There is so much QOL, like copy and past whole buildings including behavior and programming. To be honest, I have never experiend a game with such a comfort. Of course there a still things missing, but I think this will be really an artwork. The learning curve is still, well sorry to say, a bit abysmall, but there are enough Streams on Youtube to hold a hand out. Especially with your weekly Behaviour-Tutoring. I really like this game and I hope for more. My advise: Can you please tell those people who are too "shocked" by programming, that this of no concerne? There are a lot of friends of mine, who jugded this game too complex. But I really want them to understand, that this a game they can play! Good luck to you! Be true to your dreams. Yours Dragon-Whelp | 2023-12-14 21:43:37 | |
| 3658 | 😀 | General | First impression: great new ideas (modules on building/vehicles) map is easy to understand those artifacts feel kinda off.. played only the tutorial so far though! | 2023-12-14 20:28:17 | |
| 3657 | 🙂 | Bug | Blinking anomaly on the map :( | 2023-12-14 17:26:24 | |
| 3656 | 😀 | Suggestion | Portable Tranporters work, but they crowd out drones. On a production building the levers are basically input-storage-output-power. So let's say there's an I slot that is just for Production that buildings get - type P. That is keyed, in the early game, to Portable Transporters and Storage Upgrades. Around when you get drones you can unlock another type P item that reduces power draw by 5% and boosts production speed 10%. That's where you start reblueprinting. Later you get real power reduction and efficiency but your first multipurpose will incentivise swicthing to drones. Gating I slots to specific subtypes can freeze equipment diversity so why not have equipment slots that are both wildcard and give a bonus? You could also tier Equipment so that better bots bet better bonuses from better equipment. One more suggestion. Have you considered multi-seed games, where players can earn a new building experience with some advantages on the new reseeds? I recognise that New Game + material is definitely for after 1.0, but a New Game + is worth a lot of enjoyement and replayability, and would be good for both your rating and bottom line. | 2023-12-14 17:23:23 | |
| 3655 | 😀 | Suggestion | Can we have Drones inherit Signal and Behaviour from the parent unit for free? Can we have more diverse drone models with baked-in equipment like the Blight Charger? The Engineer would make a lot of sense with baked-in mining drone hubs and deployers, which would really suit an engineers role, as well as good equipment and upgrade options. | 2023-12-14 17:00:55 | |
| 3654 | 😀 | Bug | Portable Transporters will chain-draw raw materials but won't chain-output storage to storages. My suggestion to fix this is for portable storages to have a dummied portable-storage-only power field, for storages to request +1 for the stored item from that field, and for your production buildings to try and store -1 items as they are made until zero left or the storage is full. | 2023-12-14 16:41:55 | |
| 3653 | 😀 | Bug | Turrets lead with Radar and Goto resets position. It just works. But a Goto reset on a Repair Cub won't work, so it needs manually setting up with Behaviour Parameters. And that costs an I slot that would be beter used for shielding. Please give us a controlled-by-component Goto on the repair component, and some stock script tutorials. A behaviour controller scripted video that fades in logic and comments, step by step, for one use of seeking resource, one use of homing attack and return, one use of automated production, and as the player unlocks tech levels some more scripting tutorials to show off the new tech. When you unlock Blight Magnifiers for example a script for not exhausting deposits. That kind of thing. | 2023-12-14 16:30:19 | |
| 3652 | 😀 | Bug | Dropped items on a tile are not used by a blueprint on that tile. This leads to duplicated equipment and litter when rebuilding. I suggest giving buildings a 'destroyed' state that has a chance of retaining functional equipment when rebuilt. Scrap bots could also be given a 'destroyed' state with a radar state - 'destroyed', 'building', 'bot' - and new behaviours: 'Salvage Equipment', 'Salvage materials'. | 2023-12-14 16:09:32 | |
| 3651 | 🙂 | Suggestion | Add trigonometric functions like sin, cos, tan, deg to rad and rad to deg etc | 2023-12-14 15:24:30 | |
| 3650 | 🙂 | Suggestion | Add instruction that returns a random number value between inputs min and max | 2023-12-14 15:23:00 | |
| 3649 | 😟 | General | The human tank doesn't seem very useful for its cost. Since it takes a Hound and 10 yellow cubes to make, you'll probably have spammed Cubs with medium turrets already. The human tank turret deals more damage per second than the first medium turret, at the same range, for 5x the energy cost. This only really makes sense for a vehicle that stays close to your base, or has plenty of power. Otherwise, just having two Cubs with medium turrets is better. The frame itself has more HP than a Cub or Hound, but no small slots and only 1 internal slot. It's far less versatile, and the only benefit is extra HP that really isn't much of a boon. I'd suggest giving the frame an extra internal slot and -something- to make it special, as most human technology is a bit special compared to robot technology. Maybe have a generator or shield unit built in. The turret could also have its energy cost reduced from 250 to maybe 100 or 125, so it makes more sense compared to the alternatives. Give it an extra 1 range for good measure, maybe. When I made my first human tank, I looked at it for a while, had it drive around briefly, checked whether the turret detaches, and then just scrapped both the frame and the turret within a few minutes. Really just had no use for it. | 2023-12-14 14:43:54 |