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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2862 | 😟 | Suggestion | Bitte Schild bei Bot "Rock" größer machen, da er in Verbindung mit einem Lager nicht um den ganzen Bot reicht, das sieht Bescheiden aus. | 2023-10-13 21:46:03 | |
| 2861 | 😀 | Bug | Small intel scanner doesn't stop glowing | 2023-10-13 20:15:42 | |
| 2860 | 😟 | General | In a behavior, when the Radar has no parameters set, it pauses execution of the behavior | 2023-10-13 17:50:27 | |
| 2859 | 😟 | General | Mining tool claims to have no space for item, but the item is reserved in inventory | 2023-10-13 16:17:43 | |
| 2858 | 🙂 | General | plateu generation does not always include slope/ramp, and sometimes platues generate very small 2x8 plateus in fields, sometimes they are big and still dont have a ramp, maybe the plateu generation needs be more clumped together | 2023-10-13 15:55:54 | |
| 2857 | 😟 | General | FABRICATOR DIDNT SPAWN IN COMMAND CENTER INVENTORY IN TUTORIAL | 2023-10-13 09:37:17 | |
| 2856 | 😟 | Suggestion | Add the possibility to run a script on unit creation and GUI events like setting values to the four parameters. For example, I would like to fix all slots to the item set as signal by setting the signal. | 2023-10-13 09:04:22 | |
| 2855 | 🙂 | Suggestion | Love the game. Many interesting concepts. 1. Balance. i'm playing with max resources, and still my base scales up very slowly compared to the distances to the resources. Automating mining is tedious. Especially silica, due to all the slopes. Many times lack of space makes it very challenging. Some of that could be mitigated with more generous resources concentration. 2. The programming UI/UX is just bad (sorry, i really like the game). Give variables colors. Registers and parameters should have the same visuals as the variables (A,B...). Please give the option to remove parameter from the middle of the list. Please allow for better use of vertical space in the editor, while still keeping straight lines. Please allow to watch subroutines run in real time I’m confident you are already working on most of this stuff as well as many other great improvements. Keep up the good job Shimon (game developer) | 2023-10-12 21:58:09 | |
| 2854 | 🙂 | Suggestion | A hotkey for deleting constructions. For example, I want to stop construction, I can click the entity and hit delete. | 2023-10-12 20:39:03 | |
| 2853 | 😟 | Suggestion | remove this puzzel its anoying and game killer. | 2023-10-12 18:56:08 | |
| 2852 | 😀 | Bug | as requested: pain in the arse base | 2023-10-12 13:36:54 | |
| 2851 | 😀 | Suggestion | It would be cool if I could read in a already built building including its installed euquipment into a register/parameter and use this register in the construction command in a behaviour. With this i can program a copy from to function, copying a certain area! | 2023-10-12 11:58:06 | |
| 2850 | 😟 | Bug | Bot can't find a path, but it can ride throw left descent i use mods only to inctructions | 2023-10-12 10:54:57 | |
| 2849 | 😀 | General | liking the new waters edge terrain, looks niiice | 2023-10-12 10:46:52 | |
| 2848 | 🙂 | Suggestion | Be very nice to be able to not have every goal pop up every game especially after you have played through the tutorial. | 2023-10-12 10:42:29 | |
| 2847 | 🙂 | Bug | newman55 Bot can't find the way to close tile Enabled mod creative mode by lukask | 2023-10-12 08:06:09 | |
| 2846 | 😀 | Suggestion | Buildings will try and fill shared storage from anywhere on your logistics grid, whether or not you want the items carried by bots. This can lead to space reserved when there are no bots on the channel. A simple, elegant solution would be to check if there is a bot avilable on the channel to assign the item - a basic first stage pathing check. Second stage pathing is to detect whether building infrastructure can take the item. An error that shows items are available but have no paths the reward for no path. | 2023-10-12 07:51:47 | |
| 2845 | 😀 | Bug | If two Shared Storage buildings are adjacent and both use the same item it can lead to continuous swapping as they try to fill each other up, emptying and filling again in a cycle. Shared storage buildings really need to be optimised for filling up together, it is silly that they won't overflow into each other so that they are level or one different and not swapping that extra one around. | 2023-10-12 05:11:53 | |
| 2844 | 😀 | General | Shared Storage units will not share oversupply with each other, even when explicitly given a Store command, even when equipped with Portable Transporters. This means stockpiles need bots to share resources when directly adjacent whcih is extremely silly. | 2023-10-12 03:56:19 | |
| 2843 | 😟 | Bug | Stuck in move Scout - Controls tutorial after starting new faction and finishing basic technologytree. | 2023-10-12 03:30:03 | |
| 2842 | 🙂 | Bug | Land converted to blight doesn't have its "standing grass" decor removed, makes it still look unconverted when viewed up close and then it only looks like blight (as it should) when viewed from afar (as the grass is no longer rendered when at distance). | 2023-10-12 02:43:42 | |
| 2841 | 😟 | Suggestion | Don't auto save when paused. It just overwrites previous saves with no new info. | 2023-10-12 02:22:12 | |
| 2840 | 😟 | General | Behavior "Faction item amount" also counts items in "disconnected" units; items in disconnected units are not technically available to the logistics network. | 2023-10-12 01:45:35 | |
| 2839 | 😀 | Suggestion | The ratios for what you need to build for end production are great! What is less great is that you are unlikely to find out if you fulfil that ratio. I suggest that the game tallies how many active producers you have as a percentage of that ratio assuming constant production, and also tracks how much resource you are providing and consuming each tick for constant production. Optional production/consumption bars for internal, small, medium and large modules would also be neat for those of us who want to build and outfit a lot of preblueprinted bots. | 2023-10-12 00:34:59 | |
| 2838 | 😀 | Suggestion | Suggested feature for Beacons: Mining bots favour resources on the logistics grid if they are there, and will retask to resourcing from delivery if resources are in shortfall. | 2023-10-11 23:47:33 | |
| 2837 | 😀 | Suggestion | Hello, I think you should have a way that people can respons to things left on the feedback site, I am watching it every day and see so many 'bugs' or suggestions that are easily fixed by a tip to the user that left the comment. Maybe a few trstued people could have access? Or your community manager? It would be a shame for a user at this stage to have a negative opinon of your product just based on a misunderstanding.I'd be hapy to help if you need. | 2023-10-11 22:10:37 | |
| 2836 | 😀 | Suggestion | It's possible for more than one building to be adjacent and with shared storage set up. Portable transporters can transfer between them, but it would be nice for a filled shared storage building to also fill others - it is possible to set that up now with the Store command and to stagger it but automation for this functionality would be nice. | 2023-10-11 18:44:59 | |
| 2835 | 😀 | Bug | Blueprint folders seem to work fine! But pasting prefab bots breaks them. I'll be organising my bots with more fun factor soon. :) | 2023-10-11 18:41:19 | |
| 2834 | 😀 | General | I notice to my delight that you can add a blueprint folder! But the function by which you can name them does not appear to work - there is no add folder button and clicking away from the text string does not work. I've recently completed a challenge run - no buildings - and organising the ridiculous number of bot blueprints I had to build with that would be nice. But I can't because the game will only let me add one folder, and doesn't show a nmae for it. | 2023-10-11 17:27:57 | |
| 2833 | 🙂 | Bug | The highlighted wall is inside the cliff! | 2023-10-11 16:39:00 | |
| 2832 | 😟 | Bug | This bot was told to mine metal, he didn't run out of metal, but he stopped mining and is now taking random orders from my network. | 2023-10-11 16:31:08 | |
| 2831 | 😟 | Suggestion | I should be able to chain GoTo/Storage orders across multplie sources and destinations, so that I don't have to arrange 1-to-1 order chains with each mining bot. | 2023-10-11 16:29:41 | |
| 2830 | 😟 | Suggestion | Bots that are told to mine almost immediately stop mining and start taking random orders from my network. Bots ordered to mine should be able to find the resource they were told to mine within my network, not within a small personal range. | 2023-10-11 16:29:36 | |
| 2829 | 😀 | Suggestion | It is qiute possible to want to build builldings in a specific pattern - for example you might want to stagger capacitors, portable power fields, shared storage and portable transporters across a number of one-cell power plants so their inventory does not go to waste. They would all need shared storage so you'd utilise a stagger of portable transporters with portable power fields and capacitors on either side. As a result of this stagger it would be possible to utilise basic one-cell 2s buildings to generate constant power with your choice of solar cells or crystal generators, and also to have them all store two resources of your choice - metal and crystal ore would be good choices at the start of the game. In addition they would store and transmit power, which is a perfect synergy. But having to p-lace them in thirds means three times the blueprints and the chance of placement errors. It would be nice to have that fixed. Having a blueprint for these would let you build them in nine-cell blocks, while early game technology would place them comfortably in reach. But you have to blueprint the loadouts separately which can lead to blueprint bloat. | 2023-10-11 16:10:52 | |
| 2828 | 😀 | Bug | It's possible for a defined item's locked space, reserved space and output space to combine in any order. The game does not account for this, leading to stack duplicatation that can harm your early game storage diversity. | 2023-10-11 15:21:43 | |
| 2827 | 😟 | Suggestion | It should be possible to set Request, Deliver and Supply to different channels. The check box should not be 'on' or 'off', but 'channel 1', 'channel 2', .... Thus it would be possible to request items on one channel and to supply them to another channel. E. g. an input storage of an production plant that request the required resource on a globel channel (e. g. 1) and supplies them to the plant's channel (e. g. 2). | 2023-10-11 13:44:38 | |
| 2826 | 🙂 | General | The game needs more egonomics, but it have a great base | 2023-10-11 11:15:22 | |
| 2825 | 😟 | Suggestion | Having a unit selected, it would be very helpful to have lines showing ALL connected other units, e. g. transporters scripted to pick up and distribute items. | 2023-10-11 10:21:41 | |
| 2824 | 🙂 | Suggestion | Would be | 2023-10-11 03:09:36 | |
| 2823 | 😟 | General | The worst annoyance i can think of atm is when you request an componant in two buildings. Say 4 in each building, the 1 item will bounce back and forth until it completes all 8 requests, and you end up with only 1 item instead of 8. | 2023-10-10 22:24:25 | |
| 2822 | 😟 | Bug | A scout is spawned and cant move because the path is blocked. Im assuming it is blocked by the metal ore it is stuck in. | 2023-10-10 21:31:21 | |
| 2821 | 😟 | Suggestion | My looter left his looting drone behind, also radars do not work on drones to use full range of 6. | 2023-10-10 20:45:38 | |
| 2820 | 😠 | Bug | Command Center Bot haven't internal capacitor (line where it should be added are commented-out) | 2023-10-10 19:53:57 | |
| 2819 | 😟 | Bug | When making a behavior longer then 6. for example i had a behavior that had 18 funtions to auto build "power pole" for expansions. it would work for about 3 placements then the program would revert to 6 funtions and deleted the other 12. | 2023-10-10 17:46:19 | |
| 2818 | 😟 | Bug | Saved Behaviors (Programs) disappeared. | 2023-10-10 17:44:36 | |
| 2817 | 😀 | Bug | can't remove extra items from mothership | 2023-10-10 17:39:33 | |
| 2816 | 😀 | Suggestion | When upgrading building in place (with Control), it would be nice if the old building worked if the only change was additional components. | 2023-10-10 17:08:31 | |
| 2815 | 🙂 | Suggestion | It would be nice if we could set a signal with information (e.g. COLOR RED) AND a coordinate at the same time from the UI, (like we can set e.g. COLOR RED 254). | 2023-10-10 16:04:54 | |
| 2814 | 😟 | Performance | Turn on Fabriactor, order always go to red bot over green one | 2023-10-10 14:26:04 | |
| 2813 | 😀 | Suggestion | As technology advances, old equipment modules become redundant and need to be replaced. But there is no way to remove them from the game world. I suggest an Uncrafter, like the Dissasembler, to provide for this, and an instruction that is only valid if all the buildings or units selected are the same type: Reblueprinting. Reblueprinted structures and units will pass the items either to storage or uncrafting at your leisure, and if passed to uncrafting the resources can be stockpiled through locked slots and Shared Storage. Uncrafting should have an inventory for storing as many item types as can be used to craft an item and should check them for the reverse crafting recipe to use stacking properly. | 2023-10-10 11:47:30 |