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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2912 | 😟 | General | make a center on bot cam | 2023-10-17 18:40:10 | |
| 2911 | 😀 | Bug | If the drones are out doing something then you ctrl+click the drone ports to unequip them, they will continue working without a drone port. This allows you to add infinite drones to a building by unpacking a drone or two, then unequipping the port (when the drones are working). The building in the picture has 8 drones, even though there are no ports. (can get the drones back by selecting them and turning off the logi network) | 2023-10-17 17:05:50 | |
| 2910 | 😟 | General | Die Sammler/Miner leeren ihr Inventar nicht in die Lager, somit kann man keine Lieferketten erstellen | 2023-10-17 16:48:50 | |
| 2909 | 😟 | Bug | if the mothership inventory is filled with excess of an item, it basically locks you out of being able to complete that part of the game. i was able to grab a save from before i did that by accident and send up tiny bits at a time, but it should be possible to jetison materials from the mothership in some way, or at least transfer them back to a satelite | 2023-10-17 16:08:50 | |
| 2908 | 😀 | General | Hello i like it so far, but if you guys ever play Cnc kane wrath, there one function i would like to have here, the function is where you can setup pre planned route for scout unit, in kane wrath they do it by select a unit> press "alt ", hold the button > click several point where you want your unit to move> ( there a line showing where the point are) > release "alt"> and your unit will move to all the point set | 2023-10-17 14:51:14 | |
| 2907 | 😀 | Suggestion | Radar should be able to filter results that are greater or less than a preset or user input amount | 2023-10-17 14:05:41 | |
| 2906 | 😀 | Bug | Please stop turning off the magnet icon when I click the mini map. Or at least give be a hot key to turn the magnet back on. I almost alway want the mini map always follow the view. | 2023-10-17 12:56:32 | |
| 2905 | 😟 | Bug | Library blueprints vanished after a game crash. | 2023-10-17 00:05:42 | |
| 2904 | 😀 | General | some of the ai in the robots tend to make them trapped in a corner in the environment by the plateau | 2023-10-16 22:28:01 | |
| 2903 | 🙂 | Bug | The anomalies shoot stuff and their goop is shown over the fog-of-war | 2023-10-16 12:35:08 | |
| 2902 | 😀 | Suggestion | Loving the game so far.. one suggestion for developers is to Enrich the Ores a bit ( i set them to the second option so i cant imagin what it would be like on normal) because i spend far far too much time chasing down ore and expanding my power network constanltly and that leaves very little time to go off and explore some more of the beautiful and intricate scenery and graphics. Also an issue with having to "wake up " the mining robots a lot. Im not sure if this is something I am doing or if its just how they work. The seem to stop near the storage bins or sometimes just at random places even though there is ore all around. Keep up the good work everyone... Shawn | 2023-10-16 08:48:16 | |
| 2901 | 😟 | Bug | Drone ports attached to bots clear their target filter when the bot moves. | 2023-10-16 06:18:19 | |
| 2900 | 😟 | Bug | I should be able to place abulding blueprint anywhere I've explored even if it is covered by fog of war. | 2023-10-16 05:59:29 | |
| 2899 | 😀 | Suggestion | Maybe the deployer could be used as an easy way to allow making copies of entities (see pic) The deployer sucks up a miner bot, I can then use the deployers register in my production building to build a copy or the miner bot | 2023-10-16 03:53:24 | |
| 2898 | 🙂 | Suggestion | use keybinds that track the location of the key instead of the actual letter. I use an alternative keyborad layout I have to switch between to play this game. | 2023-10-15 21:26:58 | |
| 2897 | 😟 | General | Hello i think i found a bug but im not sure. with the new feature of being able to place buldings on top of another building. so i had a small building 1x1 1s, with a solar. i replaced it with an empty small building 1x1 2s. and my solar disapears. i look for it in my control center. and it says i have one. and its stored in a contruction site and look around and i have no construction sites. at the moment. attaching saved game | 2023-10-15 21:14:03 | |
| 2896 | 😟 | Bug | Mining drones dock and become unresponsive. Resetting their register does nothing. Have to unload and reload them back into the launcher each time. | 2023-10-15 21:02:23 | |
| 2895 | 😟 | Suggestion | Instead of just having a normal and high priority order queue, I want N queues for worker priority( 5 ought to be enough ) and M queues for order priority. For example when dispatching orders, I want to say Process drone and building orders first, because they are in the highest priority worker queue. Then transport bots in the next worker queue Then scouts Then cubs Example 1.A.Order generation happens before claim. Generate orders from buildings insert into queue specified by the builiding 1.A.Drones will claim any order the can fulfill because they are the only items in the high priority worker queue. 2. Transport bots will fulfill transfer orders, because they are in the next worker queue. They are are assigned to a channel so they might be transfering from the mines to the main base and will ignore orders to move things around in the base so their time isn't wasted doing leftover orders the drones didn't get assigned this tick. 3.Scouts pick up the slack for any orders the drones or the transport missed if there are any orders left. If at any time queue 1 is empty orders are dispatched to workers in the same order but they will take orders fomr queue 2 and so on. The net result is the highest queue executes first with the best worker candidate. | 2023-10-15 20:01:25 | |
| 2894 | 😟 | Suggestion | Coallesce orders of items to shared storage. Any item which is not being used in an order and is not locked on a shared storage component should be a candidate for offloading. If a storage block is full it should look for all empty shared storage, and order every item of the same type to the shared storage, instead of one by one. These multiple orders should be sent to a single bot until its inventory would be full then the remaining orders should go in the shared queue. There should be a way to do this with greater control in a behaviour ocntroller so it can be preempted instead of on demand. | 2023-10-15 19:43:33 | |
| 2893 | 😟 | General | Maximum values for either inputs or outputs needs to be an early game tech, the automation logic cannot handle this case well, which means even if you gather resources there is no way to build out an algorithm to building know what needs to be made. | 2023-10-15 19:29:44 | |
| 2892 | 😟 | Suggestion | It is impossible to write good bot behaviour for finding resources because bots need to find a resource and then establish a both a power network and a chain of receptacles back to the main base. The best I can do is make a bot scout, and then have it sit on the spot transmitting a radio signal about the nearby entities to be mined. But there is no way to collect signals ant relay them to radio receivers, and this tech takes quite some time to research even though it would be really helpful in the early game. | 2023-10-15 19:27:48 | |
| 2891 | 🙂 | Suggestion | There should be a building with 8 internal components in the low mid game. This would allow for fore complex coordiantions of bot behaviour in a central place. | 2023-10-15 19:23:03 | |
| 2890 | 😟 | Bug | If there is no surplus energy in the network, bots will not charge their own capacitors from stored power which means if automated they might go on a mission iwthout a dcharge or be waiting very long to get a charge when the grid technically has lots of power buffered. It is as though the battery type components all store grid power regardless of user. | 2023-10-15 19:20:27 | |
| 2889 | 😟 | Suggestion | Buildings only request items in the logistics network to fulfill their need on demand. There is no easy way to pre-empt this with a behaviour controller, and it would be expensive to do for every building anyway. Bots with lots of storage will also only pick up the items for the one order they are assigned even if they have many storage slots, instead of trying to collect orders until they run out of the necessary slots to serve them. There is no simple way to gather a bunch of buldings to make a transport bot go between them and bring items to a depot in the main pase, because prebuilt lists or filters of buildings cannnot be passed as parameters to a behaviour. | 2023-10-15 19:16:54 | |
| 2888 | 😟 | General | It takes far too long to get weapons which can deal with bugs. Either bug nests need to spawn less agressivly or it needs to be easier to make early game bots robust enough to kill nearby nests but not distant ones. | 2023-10-15 19:13:19 | |
| 2887 | 😟 | Suggestion | It would be nice if there were more tutorial on dornes. They seemto work if you give the drone port register "in power grid", but they don't seem to get order priority for nearby requestors. | 2023-10-15 19:11:47 | |
| 2886 | 😟 | Suggestion | It would | 2023-10-15 19:10:44 | |
| 2885 | 😀 | Bug | some grafik glitch? mining an invisible ressource picked up by radar. Anyway, the game is great! | 2023-10-15 18:26:14 | |
| 2884 | 😀 | General | I've been thinking about the Shared storage problems I have been having, and I realise that they all centre on a buildings-only channel trying to output into Shared Storage without the means to do so. This is easily solvable by adfding filters to the chennel system - a Shared Storage might recieve input from one channel and only output on another. This would mean Shared Storage could recieve Input from bots and only bots, and Output only to buildings. It might be nice for Shared Storage calls to have a timeout and delay so that valid calls can take their place, too. | 2023-10-15 16:54:07 | |
| 2883 | 🙂 | Suggestion | I suggest to add the ability to turn on/off the auto save notification. I don't want to be reminded every minute that the game is saved :) | 2023-10-15 16:41:17 | |
| 2882 | 😟 | Bug | My game froze after the completion of the uplink building | 2023-10-15 15:48:09 | |
| 2881 | 😀 | General | 2023-10-15 10:17:41 | ||
| 2880 | 😟 | Bug | The "Damaged" filter will detect foundation below damaged building BEFORE detecting the building itself. | 2023-10-15 08:48:50 | |
| 2879 | 🙂 | Suggestion | I would like to have a way to add/remove parameters in the middle - e.g. Currently I have P1, P2, P3. I wish to have an easy way to remove P2, while P3 automatically gets shifted forward. | 2023-10-15 08:17:54 | |
| 2878 | 😀 | General | 那个很尴尬 | 2023-10-15 08:11:11 | |
| 2877 | 😟 | Suggestion | 可以弄个清除组件的装置吗?类似垃圾箱这种. | 2023-10-15 05:54:31 | |
| 2876 | 😀 | General | Shared Storage is getting silly. I need a way for Shared Storage to input into a Logistics Network, but to only output into another one. It would solve so many problems with building-based builds. | 2023-10-15 05:16:30 | |
| 2875 | 😀 | Suggestion | Some example scripts to get us started would be nice. For example: If a bot of a specific name has less than one (or two, or three) followers of a specific name, follow that bot. It would allow us to automate production of mining bots with solar cell/power transmission capabilities, but without some example scripts to get us started we might find making this difficult. | 2023-10-15 02:15:53 | |
| 2874 | 😟 | Bug | Drones that are in the 'inventory' of a building do not appear to have a visual range outside the building. When you loop entities from inside the inventory via a behavior, it does not find any entites that match until they are moved out of the hangar inventory. | 2023-10-14 23:48:03 | |
| 2873 | 😀 | General | I've been trying to put together a factory that only needs bots to carry in raw materials as an efficiency exercise, where the buildings transport everything else through Portable Transporters, and I've run up against bad pathing. If there are no bots the game can reserve items across disconnected building clusters without paths to transport them. Bots can, by and large, be their own paths while buildings need the paths made. If you're setting up a Store command disconnected structures work fine. If you're setting up Shared Storage to filter production before storage then buildings on disconnected structures and no paths can try and deliver items without the means to do so. So: Check for Bots. Check for Building Paths. Error message if no path found. This is still a solvable exercise - it just means Shared Storage needs its own channel, shared with bots, while Input needs a channel shared with Bots and Buiildings and Processing needs a separate channel. What would be a real help is a dedicated Input button - opposite to Store, will only accept Input from a specific entity. For players who want lots of buildings and efficient use of bots this would be useful for a run in which, for whatever reason, you only want buildings to craft items and want bots hauling just raw resources - which is the project I am currently working on. | 2023-10-14 21:40:10 | |
| 2872 | 😟 | General | just started a new game but i have 0 clue what happened to the fabricator? | 2023-10-14 17:13:50 | |
| 2871 | 🙂 | Suggestion | It would be nice if there was a tutorial for the programming in the game for the playerse that are not too familiar with programming or more examples how to create advance loops. | 2023-10-14 16:36:43 | |
| 2870 | 😟 | General | command building went boom | 2023-10-14 16:26:16 | |
| 2869 | 😟 | General | 翻译不全 | 2023-10-14 15:03:29 | |
| 2868 | 🙂 | General | esg | 2023-10-14 14:55:03 | |
| 2867 | 😟 | General | The vacuum robot does not pick up new resources after another bot comes to pick up the vac's full inventory. Or am i doing something wrong? | 2023-10-14 12:38:32 | |
| 2866 | 😟 | General | 建筑有没有覆盖建造的功能呢,每次都要重新拆除再建造,或者扩大基地,感觉很麻烦,还有一些新建筑解锁了,那些建筑的说明是真的看不懂,全靠猜呀 | 2023-10-14 10:49:07 | |
| 2865 | 😟 | General | tutorial wont progress, it doesnt register that there are now two trade routes doing what it asks | 2023-10-14 07:09:49 | |
| 2864 | 😠 | General | I feel like the larger buildings you unlock are mostly pointless and don't really help you build better bases much. For example, why build a 2x2 3M building with 6 storage slots when you can build two 1x2 2M buildings with 8 storage slots each? Very few of the buildings you get from research feel like an upgrade over just building the lower tier buildings multiple times. The biggest offender is the 3x2 2M2S. I can get the same thing in half the space with a 1x2 2M and a 1x1 2S, and it costs much fewer resources and at an earlier point in the research tree. Why does that building exist? A counter example would be the 1x2 2M [8] building that completely deprecates the 2x2 2M [8] building from an earlier point in the research tree. But that's by far an outlier, most buildings feel like downgrades. I would like to see higher tier buildings that are at least equivalent to lower tier buildings, such as a 2x2 3M2S [8]. Why not even push it a bit, make it a 2x2 3M3S [6] or something? Anyway, I love the game, it would just be nice if I unlocked buildings that made me rethink my factory layout a bit, or had buildings that I looked forward to because of the options they open up. | 2023-10-14 01:39:55 | |
| 2863 | 😀 | General | Really awesome work you have here loving every minute of this game | 2023-10-13 21:59:11 |