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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 3199 | 🙂 | General | German Translation: Translation for incoming Drop Pod: "Tropfen in X,X" -> "Abwurf in X,X" | 2023-11-17 12:23:35 | |
| 3198 | 🙂 | General | Základný tutoriál trošku nezrozumiteľný, mal som problém sa zorientovať kde čo je a načo slúži. | 2023-11-17 12:11:25 | |
| 3197 | 😟 | Bug | Pressing Escape while editing the comment of a behavior's node causes the behavior UI to close. | 2023-11-17 10:06:18 | |
| 3196 | 😟 | General | Look at the bot "Mining Shepard" and its behavior "Mining Shepard V1". Instead of eq | 2023-11-17 10:06:00 | |
| 3195 | 😟 | General | It looks like it's not currently possible to use the Get From Component node on a component that is not equipped. It will always return null. I am trying to iterate over deployers in my inventory to determine which are full. | 2023-11-17 08:23:05 | |
| 3194 | 😠 | Bug | Using the "Drop Off Item" behavior with a Coordinate as a target does not function. | 2023-11-17 08:06:06 | |
| 3193 | 😠 | Bug | When editing a behavior, pressing the 1,2,3, etc shortcuts cause unit UI to appear on top of the Behavior UI. | 2023-11-17 08:05:34 | |
| 3192 | 😀 | Suggestion | Very nice game so far. I enjoy the programming part of it very much. However it would be nice to have a Max/Min function in behavior control. Right now it is annoying to find out the maximum/minimum of multiple numbers. | 2023-11-17 06:50:09 | |
| 3191 | 😟 | Suggestion | It would be a good idea to allow the player to shift+click to select units out of this menu - if there is a way to select multiple units in the control center, I do not know it. | 2023-11-17 06:47:19 | |
| 3190 | 😟 | General | The tutorial wants me to initiate research of Basic Structures, but that is the research I picked when I first created the antenna doohicky. No big deal, but it seems easy enough to fix, if I'm not wrong. If the tutorial step will be cleared upon COMPLETION of the research, that is not made clear. | 2023-11-17 04:55:34 | |
| 3189 | 😀 | General | Check out the stationary mining buildings. I had to put in portable transporters into all stationary buildings to get ore to move to storage. Before today, this was not necessary. | 2023-11-17 03:45:25 | |
| 3188 | 😀 | General | test feedback | 2023-11-17 03:44:36 | |
| 3187 | 😟 | General | A request generated by a behavior is not being fulfilled. Look at the building "Energized Plate Material Input" and see that the reinforced plate requests are never being fulfilled. | 2023-11-17 03:04:09 | |
| 3186 | 😟 | Bug | Stuck in tutorial "Reinforced Plate". Have created multiple Medimum buildings, but tutorial will not progress. If I need to do anything else, its not obvious what that might be. | 2023-11-17 01:40:19 | |
| 3184 | 😀 | Suggestion | Allow behaviour controller component parameters (that show up on the UI of the unit in the world screen down the bottom left with the rest of the registers) to have their names set by a behaiour text field like notify/signpost. This would be immensly useful for generalized behaviours that can take one multiple roles based on eg. the visual register or the installation of a component to determine if its a miner or combat unit for example would be able to have meaningful names for the parameters they accept/display! | 2023-11-16 19:44:56 | |
| 3183 | 😀 | General | What a great Game! Thank you ! | 2023-11-16 17:29:09 | |
| 3182 | 🙂 | Bug | When creating a folder in the Behaviour Library, but there are no behaviours stored in it, the folder does not seem to stay. | 2023-11-16 15:01:58 | |
| 3181 | 🙂 | Suggestion | In the behaviour editor it would be great to allow the execution/flow path lines to be colored and/or put text/comments on them so we can denote the flow of the happy/hot path, error cases, etc. to in general make clearer the different scenarios that the code may be taking into account and how they flow, where they start and end, converge and diverge, etc. which is pretty near impossible to do cleanly with the current comment per instruction system. | 2023-11-16 10:48:58 | |
| 3180 | 😟 | Performance | 我不确定是不是我计算机的问题,但是在其他游戏没有发生过这种状况,总之就是当我切换中文输入法并在游戏内输入时(比如给建筑命名时)会卡住,奇怪的是卡住的是win与输入法,而不是游戏本身,系统为win10专业版,输入法是win自带的输入法,计算机是蓝天P870TM笔记本电脑,配置为I9 10980K和RTX 2080 | 2023-11-16 01:19:26 | |
| 3179 | 🙂 | Suggestion | It would be nice if the cursorgrid would be changeable in size with the + and - Button on the num pad. This would help to position the expansion of the power grid. Thx bb | 2023-11-15 23:38:29 | |
| 3178 | 😠 | Bug | Dropping items without any reason, warning, or insight. I would love to learn your broken logic. Seriously. This is good game, but give logic. | 2023-11-15 16:02:45 | |
| 3177 | 😟 | Bug | Disconnecting from the network should prevent other bots wanting to use a disconnected source to chase after a faster unit and prevent it from doing its job. | 2023-11-15 10:37:11 | |
| 3176 | 😠 | Bug | Transports cant move Blight... Or is this a logic robot issue? There is no explanation on anything... :/ | 2023-11-15 10:27:05 | |
| 3175 | 😠 | Bug | Bots ignore disconnected networked stationary miners. | 2023-11-15 09:57:27 | |
| 3174 | 😠 | Bug | Disconnecting the "network" for miners still causes issues with bots stuck wanting to pick them up even when I build a freaking wall. | 2023-11-15 09:57:00 | |
| 3173 | 😟 | Suggestion | When I click the start behavior button, often nothing happens. The reason is simple - the game is in pause mode, but it looks like a bug and very unintuitive behavior of the game. Very annoying. Please make an automatic exit from the pause mode when i start of any behavior. (Possibly optional) | 2023-11-14 23:13:26 | |
| 3172 | 🙂 | Bug | can't progress on quest Amomaly Base. Stuck on 5/7 | 2023-11-14 22:55:44 | |
| 3171 | 😀 | Suggestion | I suggest a new item type C for Circuitry as an additional Internal slot type, to open up eg Behaviour Controller use that does not cost space. Internal slots could be broadened and balanced between AI purposes (type C circuitry), AI tools (type I Information) and type E (Equipment). | 2023-11-14 22:35:22 | |
| 3170 | 😟 | General | Item Transporters (M) are not capable of handling large volumes of items | 2023-11-14 21:56:26 | |
| 3169 | 😟 | General | Better AA | 2023-11-14 20:20:08 | |
| 3168 | 😟 | Bug | Missions arevery frustrating at the moment on experimental. For example: I eiminated every tree i found for hours and still got 1/2 in the "thats a big tree" mission. The explorer mission showed up without any chance or finding it on the map. Had a complete playthroufh without ever finding the explorer ;( | 2023-11-14 20:11:13 | |
| 3167 | 😀 | General | test | 2023-11-14 02:33:24 | |
| 3166 | 😀 | General | asd | 2023-11-14 02:07:21 | |
| 3165 | 😀 | Suggestion | When I have a group of objects selected, it would be nice to have the icon show what they look like. Quicker an easier to see which ones are prefab power or prefab mining. | 2023-11-14 01:35:03 | |
| 3164 | 🙂 | Suggestion | I would like to see the ability to set a staging area separate from the goto. If I could stage the bots in one spot while they wait instead of being in front of the storage they are waiting to use I would be happy. Currently I have many bots unable to move so I select the lot and say GoTo someone. Then realize I have reset the transport rules. | 2023-11-14 01:14:10 | |
| 3163 | 😟 | Suggestion | There's a missing step in the tutorial. You're told to deploy your command center, then progress bars pop up for crystal and metal bars. However, to advance you need to build an Assembler and then an Uplink, at which point Research is unlocked. | 2023-11-13 23:42:27 | |
| 3162 | 😟 | Bug | Not attaching a save game, as the mod is currently a WIP and not on steam. The bug itself: A "hidden" behavior controller that is added to all bots cannot be set with a default program from the library editor. More details: So, recent changes in experimental allow me to create a mod that adds a "hidden" behavior controller to all bots. I used the "hidden" component, because it's not remove-able and thus feels like it's attached or just a part of the bots (like the hi-grade capacitor). However, when a component is added as hidden, it's not accessible in the blueprint screen. I kind of understand why, but for behavior controller in particular, it's annoying as you can't set a default behavior program for newly made bots. I also feel that having a full list of components that you'll see in FrameView be listed in the Library editor view is also slightly less confusing. In a recent discussion with BeatWho on the discord, there were a few bug fixes regarding "hidden" behavior components and click-ability and the behavior controller box (the one that shows up to the right of the inventory when a behavior controller is in a socket). I missed spotting this deficiency at that time. The desired outcome would be that "hidden" components that show in FrameView would also be shown in the Library Editor with the same functionality (give or take) as what is available in FrameView. In particular, the behavior controller would need to be visible, click-able (to edit the program), and the registers would need to be shown to allow default values to be added or register links to be made. | 2023-11-13 21:14:23 | |
| 3161 | 😠 | Bug | on the same power grid, items that are a significant distance away are not getting their automatic request fulfilled. I have a something being manuactured that requires object A, and there are a lot of object A on the other side of the power grid, but it never gets fulfilled. | 2023-11-13 20:21:35 | |
| 3160 | 😀 | General | Hi, awesome game! I am currently missing a few quality of life features that would make the game more intuitive :) and a few general features that I fell like they should exists. 1. something + click to directly equip something in a building or swap it out (maybe shift + e.g. 2 + click for slot 2 etc.) 2. Loops over items and lists/lookup tables are missing the first one can already be achieved with recipy loops and switch case but a more direct option would be welcome. 3. Make the variables deletable instead of listing them from front to back 4. Make the names of the variables not overlap 5. show the item icon in the programming environment. 6. Make building sites have an inventory where I can prealocate machines that will be installed in that building 7. Make building sites have a network or make robots realise they cannot reach the building site 8. Make the networks freely namable/increase the number such that I can implement production cells that are not dependent on transporters to isolate them from the network. 9. Make visible what tasks are queued for a worker. 10. allow for multiple storages to be added with a priority list (might be possible with programming but haven't done that yet, so might not be necessary ;) ) 11. Maybe this is already in the game, but allow the allocation the numbers for quickselection of a unit. 12. Add a togglable visual aid like an arrow or crystal that you can activate to see which type of drone is where as I lose my dedicated explorer all the time XD Thank you for the new appraoch to a game, it is nice to see how my playstyle changes with each fresh start :) | 2023-11-13 20:12:37 | |
| 3159 | 😀 | Suggestion | Control Centre: 1. Please let it close if I click off it. 2. I would like to see grouping by unit/building with a count. So I can quickly see how many bots I have, how many prefab of each, and then expand to see all if possible. Thanks. Great game. | 2023-11-13 19:45:00 | |
| 3158 | 😟 | Bug | The "Package" button hides the parameter buttons after P3. | 2023-11-13 18:35:24 | |
| 3157 | 😀 | Suggestion | We should be able to save beacon+behaviour as we can the other buildings. | 2023-11-13 18:33:11 | |
| 3156 | 😟 | Bug | Experimental: friendly scale worms still destroy you foundation when walking over it | 2023-11-13 17:43:21 | |
| 3155 | 🙂 | Suggestion | Autosave timer should not count paused game time. | 2023-11-13 10:49:05 | |
| 3154 | 😟 | Suggestion | Can you please make the tutorial a little more helpful. I have no idea how to do anything. | 2023-11-12 21:53:10 | |
| 3153 | 😀 | General | Bugs: Under new game the map Seed tooltip is the same as the Save Replay tooltip. Clicking multiple building to request an item cancels the order of previous ones when delivery units are limited. Drones with two different types of shield generator have a bug that one does not regenerate and the visuals get messy. Sometimes the tier 3 red shields only have a +5 regen per sec and sometimes only a single shield will charge at once. Resources can spawn on inaccessable plateus which ground bots will still try to reach Bots with 2 mining components cannot dedicate targets for the second miner using behaviours or clicks. Rock bot icon does not automatically show when being queued. Pathing across blight will sometimes leave units idle or ignoring orders even with the Blight Stability tech or the blight shield component. Foundations have an owner. Hostile bots still get a speed boost on foundations and do not automatically attack them. Unless there are technologies planned that give selective buffs/debuffs, these tiles should be considered neutral. Automatic network logistics falls apart with larger bases. Logistics network tends to cap out at about 50 bots. This means orders are left ignored unnless manual logic is added. Flying units are not easy to select over structures they are in front of. Blight Power Generator does not specify the quantity of power generated. Blight Gas prosucing structure does not list the cooldown per cycle. Satellites have inventory sockets but cannot be interacted with to fill the sockets. There is also no easy option to land then with out going through several menus. Satellite landing lacks an animation. There is no cooldown between launch and landing so animations do not match. Explorables on ramps do not look properly supported by the foundations eg. human Warehouse. Curious bots stop spawning if you manage to hack 3 of them. Human Missile Turret projectile visuals pierce through the ground. Even after getting the virus vaccine tech bots still turn off on virus exposure. Opening a dialog when scrolling causes the screen to continue scrolling indefinitely until the arrow of the same direction is pressed again. Suggestions: The early part of the story is good with the goal being to reconnect then repair the mothership but quickly starts to fall apart if there is a non-linear tech progression. The introduction of the ruins as being similar in technology is well done and when the human ruins can be explored reavealing that the mothership might be the one they abandoned. Still with the virus story arc there are inconsistencies especially when the AI advisor gets "changed". It is never clear when it is discovered that it is not a real mission and the world is a simulation. The whole plot point of the world being a simulation is suddenly dropped on getting the Epic Structures tech without any buildup. It is also never made clear when it is discovered the bugs are not native fauna. The resimulator is poorly explained. On getting the tech you are told it is important for reaseach but never what it does. Maybe add that to the tutorial? Also it is never explained what world stability is or how to improve it. Should be a more noticeable notification when resources are depleted and miners cannot find any nearby. There should be sound differences for different notifaction types like blight storm and anomaly bot. Need an intermediate that uses obsidian. As currently so few things use obsidian a single miner is sufficient for the entire game. For storage blocks there needs to be an upgrade function to higher tiers. This prevents the need to deconstruct, reconstruct and then find all the bots ordered to transport to the block (Move command that gets cancelled when right clicking). Let alone reshuffleling of contents. Also the order of the different storage tiers is not in an accending order in the build menu. There is a prompt for if you want to attack your own unit but not for committing an act that will declare war on a neutral faction (aliens and anomaly). Human Miner Mech is is only unlockable so late game that it is practically useless. Under move behaviours there should be a scout local where the unit will look around within a certain distance of a location. If hostile to the Anomaly faction the one curious bot type will telport in and start shooting up logistic routes. Maybe have the teleport spawns be considered neutral each time? It is clear from the tech tree so far that virus is defuff weapons, anti debuff armour and bug manipulation but for tier 1 the proposed scaling of total immunity and being able to launch entire bug attacks in tier 1 seems a bit steep. Maybe shift those to t2/3. Currently the human tech tree seems mainly focused on exploration/resource gathering, intelligence/conversion and logistics so might benefit from having the Human Miner mechs early in the tech tree and L versions of radars, better flying bots later in the tech tree. The bot tech tree is focused on better structures, bot frames and giving a balanced mix of power generation, defence, utility and offence as it should be but scout should not be described as an early bot given the late position in the tech tree. From the lore so far it sounds like the alien tech tree will include techs for interpreting the balance puzzle symbols, abilities to communicate with the alien faction and offence/defence related techs (External/area shield components, combat drones and internal weapons). The blight tech tree seems focused on terraforming, resource conversion/regeneration and reducing the nagative impacts of blight/blight storms. Currently units are still greatly slowed in blight even with shields and the blight stabilization technology so maybe add movement penalty immunity as a later tier technology. Currently the ability to convert laterite into ore and crystals is not very useful as the other two are more abundant and by the time the converter is unlocked the amplifier is already available making the more common reasources easier to obtain then laterite. Being able to manipulate the power and/or frequency of blight storms might also be of tactical advantage. All the human log files are found too quickly given how human ruins are clustered in groups. Maybe have them limited to the laboratories or a reduced chance of finding in each ruin? Currently combat feels like a battle of glass cannons where the side that shoots first wins due to a lack of durability even with shields while the lack of S and I comonent slots on higher tier stuff makes the health boost modules worthless compared to more shields and turrets. Maybe add some damage % reduction components or an armour system? Other than an increased surface area on the 2x3 strutures, they feel vastly inferior to the 2x1 counterparts. Consider having later tier bots come with a built in behaviour and small radar component to save 50-100% of internal slots being used to have basic automation? Maybe have discovered resimulator recipies added to the dictionary? There should be a part of the tutorial on how to use drones. Bugs, curious bots and alien soldiers do not list their attack damage. It is currently difficult to transfer components to drones. Automated transfer bots are prone to forming traffick jams outside storage structures as idle export bots will block imports and not move. Bitlock turret stunned enemies currently always retreat 2 tiles before engaging again meaning 6 turrets can lock down even the superboss to an extent it can be converted. Consider giving it immunity/resistance. | 2023-11-12 21:11:24 | |
| 3152 | 😟 | Bug | When upgrading a storege building, all links to that building (e.g. transport bots or other buildings' Storage register) are destroyed. They should be retained. | 2023-11-12 18:42:10 | |
| 3151 | 😀 | Bug | Hello, I've noticed a minor visual bug in the game. When placing buildings to expand the electrical network, I observed an issue with the two buildings at the top of the screenshot. When I place them, a 3x3 square is drawn with darker blue tiles. After demolishing and reconstructing the buildings due to incorrect positioning, a new 3x3 area appears around the new placement. However, the area around the previous location does not update and retains its colored appearance. Thank you for your attention to this matter. Best regards, | 2023-11-12 16:44:01 | |
| 3150 | 😟 | Suggestion | 增加优先级选项 在部分建筑内制作特定物品时,需要等待完成其他运输任务 | 2023-11-12 15:45:31 | |
| 3149 | 😟 | Bug | Experimental build: anomaly particle harvest only works if mined blight crystal amount is decreasing. This does not seem to work with the infinite nodes option. | 2023-11-12 15:00:15 |