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ID | Rating | Category | Description | Screenshot | Date |
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5367 | 😟 | Bug | When the language is set to Japanese, Kanji characters are displayed using Chinese glyphs (fonts). https://heistak.github.io/your-code-displays-japanese-wrong/ | ![]() | 2025-06-05 07:55:35 |
5366 | 😠 | General | This change of user interface to center bottom from left may be good for cell phones, but the common radar or possible behavior parameter list streching into the center of the display is not helpful. With automation, this may not matter mutch. Many I play with remain manually controlling most things. Impairing the view of the center of the screen is not helpful. One commented: "I read left to right, not bottom to top"; the direction is not familiar to casual users. The GUI is there for interaction, it should not obscure the primary visual display. Were you manually directing units in combat, is this interface likely to interfere with issuing some commands or targetting, or likely to obscure hazards that should be considered in actions? Yes. This may cause some to avoid the game until reverted. I will look into the option to move it to the left and scale it down, but that still has negative feedback from my group. Is it possible to have an option to move these things back to a left side vertical display as it was in the prior patch? | ![]() | 2025-06-05 02:47:02 |
5365 | 🙂 | Suggestion | This is a suggestion to assist in modding. I'm sorry for the wall-o-text. I'm including my use case with this suggestion as I realize the ideal solution for me might not be a great idea, so hopefully an alternate solution could be found. For some mod testing purposes, it would be great to have the ability to more quickly end and start a new game. Ideally? An API that is active only when in Mod Dev mode that can be called from within simulation code that will end the current game and start a new game with identical settings (just a new seed) or with provided settings. Other options would be something like: -- hotkeys that can be used to do the same, or at least separately end and start a new game. -- From the [ESC] menu in a running game, have a New Game option rather than requiring ending the current game to return to the main menu. Why? I expect I may be a bit unique in wanting this, though I can image my use case wouldn't be the only possibility, but my reason for wanting this is because I am attempting to create a mod that allows the player the ability to set the richness and rarity of some of the resource nodes. From my reading the notes left in the landfeatures.lua file, I understand I can add a filterless chance ({chance = x}) into the feature's or node's functions table. However, in my testing of this, it appears the affects this has on how many of the resource node will spawn are non-linear. In other words, adding in {chance = 0.1} does not result in a simple 10% of the amount of resources spawning compared to a value of 1. In fact, from the testing I did, values less than 1 for rich crystal (at least... I haven't properly tested anything else) caused an *increase* in how many spawn until ~0.1 (110% of what spawns with a value of 1), and drops back down to 100% (equal to a chance value of 1) at ~0.05. Then the amount spawned starts to drop below what will spawn with a chance value of 1 from there with smaller numbers. To actually get a true 10% spawn rate? A value a bit more than 0.001 (9.3%) must be used. These tests were done by creating a custom scenario that spawns a bot with an increased vision range to 255 and then using the API Map.GetEntitiesInRange() with a range set for 500 (to encapsulate everything that generates with that vision range), filtered and further checked to count only the specific resource I was evaluating, and then done 50 times per value of chance used to create a semi-good average to account for RNG. I have somewhere around 40 values for chance I want to test, each needing the 50 games to create a semi-good average. This means I need to start and end at least 2000 games. I've managed to automate as much as I can, but it still requires me to be at the computer to manually start and end each game session: click New Game, select my custom scenario, click Start, wait the second or so it takes for the game to load and the 1 tick delay to fire (at which point it counts the number of resource nodes generated on the map, adds them to a table in the mod's profile along with a couple other calculations, and prints something to the console so I know it's done), press [ESC], click End Game, and then the confirmation dialog. 1 done. Repeat another 1999 times. It would be faster if from the [ESC] menu of a current game there was a New Game option, thus allowing me to skip the need to End Game and return to the main menu. It'd be even faster if I could just press a set of hotkeys, one to end the game and another to start a new one (with same settings as the last except with a new seed), or faster still if these two actions could be combined into one hotkey. The fastest method, of course, would be the mod dev mode only API that could be called by the simulation code in my custom scenario to do this for me. I already have a functional loop that keeps track of how many times I've started a new game and automatically increments my chance value that is being tested each time I hit 50 and prints extra stuff to the console once I hit the end of the values for chance I want to test. However, I do recognize the abuse potential there, even with making it active only when in mod dev mode. So that's why I've included my use case above. Maybe you can think of a better solution. Or maybe {chance = 0.1} is supposed to make the resource node only have a 10% chance at spawning and there's a bug in the code that you can fix (if only, right?). Either way, I hope you can understand and implement something that will help me out here. As a last thought before submitting this, maybe even some command line arguments that allows starting of the game from a batch or powershell file to a defined scenario and a new "print" API to send values to the calling script so that it can process it and then call for the game to end. Then the external script file can handle the looping of the game starts and ends automatically. Thank you for taking the time to read this. :) | ![]() | 2025-06-05 01:14:45 |
5364 | 😟 | Suggestion | Can we please move the information on units back to the left side of the screen? Having it in the middle of the screen causes difficulty in seeing. It blocks buildings, it blocks the health bars of units. Very difficult to set production. When it was to the left it was a much easier and more efficient interface. | 2025-06-04 23:29:28 | |
5363 | 🙂 | Performance | It would be great if we could see the devices that draw too much power or devices that when on hold how much power they draw! | 2025-06-04 21:41:39 | |
5362 | 😟 | Suggestion | The tutorial is really convoluted/boring (too much text, no visual examples) and I just quit, started Skirmish and learned better on my own. | 2025-06-04 21:40:10 | |
5361 | 🙂 | General | I'm playing in Linux via steamplay at 4K. The mouse cursor is tiny, some setting to scale it would be nice. Doesnt seem to increase with UI scaling | 2025-06-04 19:34:02 | |
5360 | 😟 | General | непонятно все дерутся вдруг из ничего всю мою базу самоуничтожилась | ![]() | 2025-06-04 17:37:15 |
5359 | 😠 | General | после обновление все мои юнити стали убивать себя и всю мою базу что это такое мне что заново начать игру чтоли ( | ![]() | 2025-06-04 17:33:57 |
5358 | 😟 | Suggestion | Редактор ссылок следует заменить на "Редактор связей" в данном контексте. А также сделать регистронезависимый поиск в редакторе поведений. Для английского языка он и так работает. А вот для русского - нет. | ![]() | 2025-06-04 14:44:53 |
5357 | 😟 | Suggestion | Dear developers, please make it so that the arrows of loops do not merge into a single line. | ![]() | 2025-06-04 14:32:57 |
5356 | 😟 | Performance | The game seems to have some performance issues since it will seemingly randomly stutter for some time. It doesn't seem to happen around the auto-save. | ![]() | 2025-06-04 14:29:24 |
5355 | 😟 | Bug | The 'signal' is not displayed. | ![]() | 2025-06-04 13:45:15 |
5353 | 😟 | Bug | Equip component remotely doesn't work with global efficiency module, keep jumping to no component branch | ![]() | 2025-06-02 04:22:28 |
5352 | 😟 | General | No instruction to make the mothership eject those cores automatically | ![]() | 2025-06-02 04:00:38 |
5351 | 😟 | General | All the stats up modules (speed, health, vision, efficiency) are affected by global efficiency boost and consume more power without increasing their effects | ![]() | 2025-06-02 03:09:04 |
5350 | 🙂 | Bug | During the course of the game, I found that a negative number of metal ore resources were stored in the storage type inventory slot of a unit. When I tried to remove this resource from the slot, the game crashed. Specifically, the game screen stopped and no operation could be performed. I could only end the game process. When I reload the archive and return to the game, the resource cannot be unloaded, and then I try to put the new metal ore resource into the slot and return to normal. | ![]() | 2025-06-01 03:58:13 |
5349 | 🙂 | Suggestion | maybe make the self made worms not be attaced by the enemy bugs | 2025-05-31 21:38:48 | |
5348 | 🙂 | Bug | when i zoom out enough or go fare away from a tree the texture starts glitching. the trees or rocks arnt to bad but the ground somethimes glitches over the foundations. the flicker is realy anoying. and to me it seems the game could be more optimized if you just delete the ground under foundations. thx for the game gl with development | 2025-05-31 21:12:25 | |
5347 | 😀 | Suggestion | please add some kind of larger building, maybe you guys can make a kind of "factory" in witch you can place multiple building connect them and so make the larger chains in a singular building. just an idea tho anyways thanks for the game its realy great | 2025-05-31 21:08:59 | |
5346 | 😀 | Suggestion | Would it be possible to add an overlay which shows all areas with Radar coverage? I am trying to re-equip my network with such and it is a bit tedious to look by habd which areas are without coverage. It might be an overlay loke logistics coverage. | ![]() | 2025-05-31 17:57:10 |
5345 | 😟 | Suggestion | когда выпустите обновление с мультикубами я все прошел и делать теперь нечего | 2025-05-31 13:39:37 | |
5344 | 😀 | General | tutorial waas very through. well done folks | 2025-05-30 20:57:23 | |
5343 | 😀 | General | Very very minor issue. When the game is paused, every minute or so it makes a sound. I think it's the sound of a unit being deselected and selected at the same time. With the music turned off, it's the only sound that is played when the game is paused and it's a little annoying after a few minutes. | 2025-05-29 17:04:55 | |
5342 | 😟 | General | The item search in the Control Center is not working correctly. Only the Resources and some of the Simple Materials are filtered out, the rest of the items remain visible even if typing gibberish in the search box. | ![]() | 2025-05-29 13:54:55 |
5341 | 😀 | Suggestion | Some minor changes: RMB and MMB functions should have their own settings/ binds in the menu. I prefer move map on MMB, and pan/tilt on RMB, but changing this also changes 'command group'. The bind to command units would benefit from having its' own separate binding. I do LOVE the ability to begin a game without tutorial, but I have yet to discover a way to disable the AI codex lady. She's a bit large, and in the way. I'm a big fan of 'figure it out on my own' playing, so having her pop up constantly, and not go away until interaction, is a bit ungood for me, personally. I'm loving the demo so far, and plan on purchasing the full game, soon as I can manage it. :D | ![]() | 2025-05-28 21:32:30 |
5340 | 😟 | Suggestion | It would be nice if the inventory slots would fill the space along the entire bottom of the screen before expanding upwards. It would only take 2.5 rows if it went all the way to the right, saving valuable center-screen space. | ![]() | 2025-05-28 19:05:12 |
5339 | 😟 | Bug | In this save the teleporter is NOT moving the items along the line. I have tried rebuilding, editing, replacing the teleporters, Nothing works except to keep changing the teleportres out and in. I keep this by teleporters only and no outside influence cept the ones that pick up from this storage. Since the last update or 2 (been away for a month or so). Not sure if you fixed the corner glitch around a beacon that won't teleport. | ![]() | 2025-05-28 08:20:27 |
5338 | 😠 | General | supply mothership mission calls for 1000 high density frames, but it appears to only need 400, making completing the mission impossible. | 2025-05-27 11:12:20 | |
5337 | 😠 | Bug | goal ship repair mission: the code appears to be written in simple stages without any detection for if the new stage of the mission has already been achieved, in short i delivered materials out of order to mothership, and the mission is bugged. | 2025-05-27 10:47:47 | |
5336 | 🙂 | Bug | satelite is missing a landing animation. | 2025-05-27 10:14:35 | |
5335 | 😟 | Performance | Recently after my game grew a little, the screen started flickering a lot and the map is very jittery when I try to move it CPU: AMD Ryzen 9 5950X (32) @ 5.086GHz GPU: AMD ATI RX 9070/9070 XT Memory: 9893MiB / 128712MiB | 2025-05-27 05:57:45 | |
5334 | 😟 | Bug | despite having global firewall, one of my units still got infected by a virus. | 2025-05-26 18:56:56 | |
5333 | 😟 | Bug | sometimes flying units, hostile and player,etc flies up above the screen(visually only) this happens commonly. | 2025-05-26 18:55:24 | |
5332 | 😟 | Bug | I did something while editing blueprints, and the console log started listing a bunch of errors, as well as the game started running at 1 fps. I think the exact moment it all got borked was when I selected a blueprint in my Favorites by clicking its icon | ![]() | 2025-05-26 18:31:16 |
5331 | 🙂 | General | Minor pathfinding edge case. For some reason this unit says its path to the goto register is blocked, despite there being a clear path around the cliffs by going east. The goto register is set to a coordinate about 30 squares south. | ![]() | 2025-05-26 16:07:55 |
5330 | 🙂 | Bug | attempt #2 for the buildings not finshingbug report this time hopefully WITH a save attached ;-) | ![]() | 2025-05-26 10:11:32 |
5329 | 🙂 | Bug | @Beatwho, as requested here is an earlier save from my blight power field. copy pasteing the 5x5 grid a few times should reproduce the 'building site finishing to 100% but no building gets placed' bug | ![]() | 2025-05-26 09:51:27 |
5328 | 🙂 | Bug | The "Get Shield" Instruction is ignoring the Unit Input, and is getting the shield of the unit that is executing the behavior. The Output displays the Unit that was used in the Input, but it actually measures the shield of the host. I have attached a save game. The Building has a behavior with the "Get Shield" instruction, and a shield stored in the inventory. If you target the nearby bot with a shield, it will output 0. If the building then equips the shield, the output will say 100, even though it's still targeting the bot. | 2025-05-26 02:52:17 | |
5327 | 🙂 | Suggestion | Please make some buildings with 2 large slots. Maybe a variant of the building with 1 large slot and 2 medium slots, convert the 2 medium slots to a large slot. | 2025-05-25 23:17:15 | |
5326 | 🙂 | General | Batteries have these cute charge bars on the side of the thing. It would be nice if those graphics matched the charge level of the battery. | ![]() | 2025-05-25 23:10:07 |
5325 | 😀 | Suggestion | i would like more options for supply/demand, specifically setting supply/demand on a per-slot or per item basis. the idea is to have a single storage request materials, supply machines around it with said items, and avoid the rest of the network requesting those items, only for the storage to request those back, creating item juggling. | 2025-05-25 22:34:08 | |
5324 | 🙂 | Suggestion | the music is constantly changing while in the editor this also happens regulary on other occasions when zoomed in quite high btw: thanks for reducing the loudness of the sounds of the miners and other things while in the editor! but I think they are still a bit too loud... maybe add a volume slider in/next to the preview window? or even a mute button maybe just keep the sounds as they were before entering the editor window? thanks! | ![]() | 2025-05-25 22:17:53 |
5323 | 🙂 | Suggestion | When factories create units, it's very hard to see at a glance that they are in fact busy (the unit is in the process of creation). This is because the dial ticker that is currently implemented is too smal and unnoticable. I would like to suggest to make something more obvious, for example create a shadow overlay on top of the icon of the item that is currently being produced and show that ticking down either as a dial like now or just top to bottom. | 2025-05-25 22:03:04 | |
5322 | 😟 | Bug | I set one robotic arm to make a blueprint of the unit and dragged an arrow to the second arm to make the same blueprint (on the left). However the second arm started making normal units, not the blueprint I wanted to make. | ![]() | 2025-05-25 21:49:04 |
5321 | 😟 | Bug | send developer feedback incorrectly states "Reminder: Mods are currently in use, which may not be supported" when theres no mods active. | 2025-05-25 19:26:13 | |
5320 | 😟 | Suggestion | the re-simulator stability bar is very confusing due to the colors used, consider making it clear what happens when there's high stability vs low. i only had an idea what was high vs low when i noticed behavior code had plus and negative stability. the problem is that those two colors could mean anything. | 2025-05-25 19:24:23 | |
5319 | 😟 | Suggestion | i noticed some weapons only fire while the unit is stationary, this should probably be part of description for new players. alternatively consider removing that part of the code entirely, i personally don't think its adding much to the game. | 2025-05-25 19:22:33 | |
5318 | 😟 | Suggestion | consider improving the reaction time of player inputs, it appears that various things can lag behind by as much as 1000ms such as... Copy Paste (sometimes it will just ignore copy entirely)(i usually do the hotkey 5-7 times to be sure it actually does it since doing it ones got a 70% chance of failing) unit manuvering(takes a while before they start moving) im sure there's others im not remembering. | 2025-05-25 19:20:58 | |
5317 | 😟 | Performance | theres a big memory leak that happens after game running for 6+ hours, it starts lagging and eventually eats 29+gb ram.(it will eat whatever it can get its teeths into until something stops it) | 2025-05-25 19:17:12 |