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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 3906 | 😟 | Bug | Unable to get Virus Source code to drop from glitched bots. Maybe i'm doing something wrong? | 2024-01-27 04:25:59 | |
| 3905 | 😀 | Suggestion | Please always sort the icons displaying available ressources on the top border of the main screen in the same order. It is confusing, finding the ressource you want to take of if the displaying icon always jumps. | 2024-01-26 09:40:58 | |
| 3904 | 😠 | Bug | I'm seeing some strange behavior that I cannot account for. Recently, if I tell a building to request multiple items I will see them all greyed out in the inventory like always but then as soon as the first one is delivered all others will be removed from the greyed out inventory slots and they simply will not be delivered. The two big changes recently that might account for it: 1) I'm building really big (over 5700 units) tons of moving parts, starting to introduce processing lag due to the size of my factory. Is it possible there's some internal max number of requests it will keep track of and I'm passing that? 2) I recently changed my runner-bots over from transport bots to almost exclusively Human Fliers. Since making that change I get a LOT of the error message that says something like "request cancelled, carrier still holds item" even though I'm not canceling requests. I could imagine script behavior going wrong and cancelling a request to account for some of these pop-ups but seeing manual requests I put in (at buildings with no script or even behavior module) disappear without being filled means the issue is definitely not just my poor programming. Please help! | 2024-01-25 23:50:16 | |
| 3903 | 🙂 | Suggestion | There should be marker for nearest entity in power grid so scout drones can automaticaly return to power grid. | 2024-01-25 19:31:38 | |
| 3902 | 😀 | Suggestion | Hallo, wäre schön wenn die Farben der LEDs besser angepasst werden könnten. Also kräftiger bzw. dunkler. Danke | 2024-01-25 18:37:24 | |
| 3901 | 😟 | General | 翻訳が統一されていないため、シナリオの進行が困難です。 "Long-range Radar" "遠距離レーダー" "長距離レーダー" "Human" "ヒト" "人間" "Blight" "ブライト" "枯病" The lack of consistent terminology in the Japanese translation makes it difficult to progress through the scenario. | 2024-01-25 14:01:16 | |
| 3900 | 😟 | Bug | The description for "Faction Item Amount" states it only counts items inside the logistics network. However it actually does include items outside the logistics network, as well as items inside units that have been disconnected from the logisitics network. | 2024-01-24 22:40:49 | |
| 3899 | 😠 | Bug | Game freezes every 3-4 minutes | 2024-01-24 19:29:11 | |
| 3898 | 😠 | General | When adding the radar to the small beacon, the beacon's package UI blocks the signal output of the radar preventing me from using it | 2024-01-24 01:37:14 | |
| 3897 | 😟 | Suggestion | maybe don't let hives spawn at random places within the base? I know it's agro mode, but this same spot was infested a few hours back (hives spawned back 3 times once killed) I'll just stop building on this spot... | 2024-01-23 11:37:07 | |
| 3896 | 😟 | General | 鼠标右键目标或建筑,不显示文本 | 2024-01-23 07:56:54 | |
| 3895 | 🙂 | General | We need a loop function or that all miner components gets assigned to the 'mining' component action. I have 2 miners on a bot. When creating a behaviour that looks for a resource and triggers the mine resource behaviour. Only the first miner gets assigned to resource in the register. I cannot find a way to make both miner components to start extracting the resource. Either we need to be able to loop through components and individually assign the mine action to each or that the mine action automatically is assigned to all available miner components to a unit. | 2024-01-23 00:57:48 | |
| 3894 | 😟 | Bug | I forgot to save the game. Its a teleporter bug for the thin sandwiches factory not moving automatically | 2024-01-22 16:22:52 | |
| 3893 | 😟 | Bug | The 'thin sandwiches' factory's teleporter is not working correctly. There is resources there to be picked up, its not doing so automatically. The central building got accidentally deleted and was replaced. I can get it to move the items manually, just not automatically. I resaved and its still there so I hoped you may be able to see the bug. I may have to tear that section down and rebuild. | 2024-01-22 16:22:08 | |
| 3892 | 😀 | General | super gutes spiel :) | 2024-01-22 06:45:31 | |
| 3891 | 😟 | Suggestion | 物品删除太费劲,建议出一个回收机组件或建筑,扔到里面的东西多少秒后会删除。现在多余的东西都需要扔到地上用炮台打碎,才可以实现删除,太繁琐 | 2024-01-22 05:44:08 | |
| 3890 | 😀 | General | Here is another example of a stuck construction or deployment | 2024-01-22 05:03:47 | |
| 3889 | 😟 | General | Здравствуйте. В игре нет привычной, по многим играм, функции создания контрольных групп Ctrl + цифра. | 2024-01-22 03:10:49 | |
| 3888 | 😟 | Bug | Lines in progam editor are buggy | 2024-01-21 17:28:35 | |
| 3887 | 😀 | Suggestion | Kamera Positionen abspeichern wäre sehr gut ( STRG+UMSCHALT+ (1,2,3,....)) | 2024-01-21 16:14:33 | |
| 3886 | 😟 | Bug | I completed Set up Transport Route 3 but it is not moving onto the next tutorial task. | 2024-01-21 10:48:16 | |
| 3885 | 🙂 | General | Like it so far. Creating routines is quite hard without proper documentation though. Some kind of debug feature is needed, such as previewing the currently stored values in the variables or printing values to some kind of console or debug. | 2024-01-21 00:06:06 | |
| 3884 | 😀 | General | jeu très plaisant j'apprécie merci | 2024-01-20 04:32:59 | |
| 3883 | 😟 | Bug | the leftmost buildings making metal bars on the left side all have portable transporters inside them. however, the last 2 in the sequence (i.e. the top 2 buildings out of the 4) are not receiving any of the ore in the sequence. Not sure what is causing this? | 2024-01-20 00:07:36 | |
| 3882 | 😟 | General | 左边的”模拟器“建筑可以根据地形自动铺平,有高度差的地方自动垂直,这个效果很赞啊。但是有强迫症的我看着右边的山体确实很难受,如果右边的山体也允许建造成左侧那种垂直的效果就完美了 | 2024-01-19 05:22:24 | |
| 3881 | 😟 | General | Please add a setting to turn down the specular highlights. The terrain is blinding to look at even as the sun sets. | 2024-01-19 02:37:45 | |
| 3880 | 🙂 | Suggestion | It whould be a nice feature to deselect current Unit with ESC instead of opening the menu, when there is a selected unit. If not, then the menu should open normally :) | 2024-01-18 22:08:14 | |
| 3879 | 🙂 | Suggestion | Maybe have a thing in the store section of the bot that you can select a type of building instead of a specific one. Like instead of storing materials in one specific storage it can put them in any available storage in range. | 2024-01-17 21:30:43 | |
| 3878 | 🙂 | General | Hallo.Es wäre schön .wenn man Bot´s bei der Herstellung gleich auf "im Netz oder nicht im Netz" stellen könnte.Und der Fabrik sagen könnte wo sie die Bot´s abstellen soll. Mfg Klaus | 2024-01-17 09:44:21 | |
| 3877 | 😟 | Suggestion | Add in a display for the current register/variable values. There's a lot of things I'm unsure of for how certain functions work that could easily be solved by being able to see what the current value of variables is. | 2024-01-17 06:09:08 | |
| 3876 | 😟 | Suggestion | Add in a setting for portable inserters to disallow overflow. It really kills mid level factories when anything you insert just gets sent back for seemingly now reason. | 2024-01-17 05:52:43 | |
| 3875 | 😟 | Bug | Transporter bot just using is just sitting still with a full inventory instead of running it's transport route. | 2024-01-17 05:17:03 | |
| 3874 | 🙂 | General | Portable inserters are responding to adjacent buildings' logistic requests when they're not on the network as far as I can tell. I am trying to use a starter building to bring in resources and then place them into dual lines of crafters. When it's requesting items on the logistics network it leads to the first crafter machines sending materials back to the requester. Only the requester is on the logistics network, but the portable inserters neighboring it try to insert into it. It seems like an odd behavior that took me a while to figure out what was happening. As far as where it's at in my save, please look for the long line adjacent wire and cable factories to find the problem happening. In the screenshot is the one in question, if you look at the script that waits after requesting that's the one to fix it imo. If you remove the wait it should start occurring again. | 2024-01-17 04:39:13 | |
| 3873 | 🙂 | Bug | There is a misconception about modulo calculations. Behaviour name says "modulo", but documentation says "remainder", which is not strictly the same in mathematical sense - this makes difference for negative numbers. The behaviour calculates >modulo<. For modulo: -8 mod 7 = 6 For remainder: -8 % 7 = -1 See: https://math.stackexchange.com/questions/2179579/how-can-i-find-a-mod-with-negative-number vs: https://stackoverflow.com/questions/4467539/javascript-modulo-gives-a-negative-result-for-negative-numbers | 2024-01-17 02:42:43 | |
| 3872 | 🙂 | General | Could you have it so you can select multiple things at once with the deconstructor? Thanks. (If it's in the game already just ignore this) | 2024-01-17 00:55:09 | |
| 3871 | 😀 | General | It is great that it shows the updated time and putting a medium in a big slot usually seems to show the updated time but here it seems to only show the updated time due to the efficiency component and not from the oversized slot. If I mouse over the power usage thing it says that it is overclocked to 170% which to me would say it should say 3.5 seconds instead of 5. When I count to myself it appears as though it is actually taking about 3.5 seconds. | 2024-01-17 00:41:41 | |
| 3870 | 🙂 | Suggestion | Add templates for programming, it's a bit overwhellming even for a senior developer. Maybe even some 2 actions can be simplified and readable as 1 action. Very interesting idea of programming the bots, reminds me of Integrated Dynamics from MC. | 2024-01-16 17:37:56 | |
| 3869 | 😟 | Bug | Command center bot stuck upon spawn with this seed | 2024-01-16 03:37:20 | |
| 3867 | 🙂 | Suggestion | a group of bots (or buildings) should be blueprintable as whole to preserve some connections in the group ie. a mining- group consiting fo some miner /energy / leader which are connected to each other with goto and signal or a battle-group of bots | 2024-01-15 23:08:35 | |
| 3866 | 😠 | Suggestion | Combat music plays for way too long. It's persisting for 20+ seconds after I exit combat... and the combat music sucks already. Just remove it or something. | 2024-01-15 22:27:44 | |
| 3865 | 😟 | Bug | I have several buildings that are in the process of either finishing deployment or finishing building. I'm guessing deployment because I have a bunch of behaviors that pick up buildings and move them. In the screenshot attached, my mouse is hovering on one of these buildings. Once it is in this state it remains like that forever, afaik. | 2024-01-15 19:33:25 | |
| 3864 | 🙂 | Suggestion | Recommend adding a programming ability (perhaps to the Scout card) that you can instruct your bot to avoid moving through Blighted areas or Plateaus. | 2024-01-15 17:25:15 | |
| 3863 | 😟 | Suggestion | Scout radars could be made more of an obvious choice for automation by changing their name or altering the description text to make it clear that they are an entry-level AND gate. | 2024-01-15 07:36:40 | |
| 3862 | 🙂 | General | 2024-01-15 03:33:45 | ||
| 3861 | 🙂 | Bug | After deploying the AI Research Center, I realized I wanted to move it to another location. I used the Deconstructor instead of packaging the building, and it seems there is no way to get another one. I feel like there should be some failsafe to prevent players from bricking certain one-time items or buildings. | 2024-01-15 01:42:52 | |
| 3860 | 🙂 | General | I believe this idea would be very helpful but don't have the exact vocabulary to state what I want so please bare with me as I describe it. When making a subroutine, I would LOVE to be able to use it as a custom switch (fork) for the program. But currently it seems the only way to do that is to return a value and then (back in the main routine calling it) compare that returned value and fork from there. It would be great if subroutines could simply ADD output branches. I imagine a similar interface to adding parameters (click a plus button, give it a name) and then we just need a built in operation to call that basically just says "exit the subroutine to the specified branch". The big trade off for the "ease" of drag and drop programming is that you end up with larger/messier/harder-to-read code, and this would be very helpful in that regard as you could have a subroutine do your branching/decision-making. Thanks for your consideration! | 2024-01-14 15:29:12 | |
| 3859 | 😟 | General | Ничего не понятно. Автоматически даже юниты не ездят доставлять добытые минералы. Я долго искал как построть конструктор да и вообещ тчо о тменя хотят. Дальше обдучение не идет | 2024-01-14 13:26:12 | |
| 3858 | 😀 | Bug | Might be a bug: My bots stopped to deliver. No delivery to a building. Might be, that I changed the channel, while the Transporter bots were trying to deliver to the building I changed the channel. Result --> the bot is waiting, because the destination disappeared. Sorry for my english, I am german ;) Regards, a Fan ;) I like the game. | 2024-01-13 22:03:24 | |
| 3857 | 😟 | Bug | Request wait seems to be bugged for components (neither requests nor waits) | 2024-01-11 22:06:22 | |
| 3856 | 😟 | Bug | It's possible for the human vehicle to be destroyed, and doesn't appear to be replaced. | 2024-01-11 17:34:40 |