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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 3148 | 🙂 | Bug | It seems that auto-builders have the following bug: I built the left (red building). This has a code that should replicate the same building type. However, instead of replicating, a previous version of the code and bulding (previous saved version) is used. The same happens with the bext layer of buildings. here, an even older vesrion of the building is used. I am not yet sure what triggers the selection of the old version - it does render auto layers with building somewjat unusable however. Maybe the time of placement of the behaviour in the coe? It seems not to be the selection of the building or the save time of the behaviour. Cheers JOhannes | 2023-11-12 12:23:13 | |
| 3147 | 🙂 | Bug | Screenshot to my previous bug report | 2023-11-12 11:58:44 | |
| 3146 | 🙂 | Bug | Hi, I am trying to make a Auto Pole layer. When chsnging the corresponding behaviour (within the blueprint "Auto Pole", I can only enter 4 directions, into which I can build the next pole buildings. Starting with the 5th direction, the buildings can no longer be placed (the ghost image when building does not appear). This is reproducable (just change one of the Foundations I entered for the 5th -8th direction to Auto-Pole v1 building and then try to build a new building of this type. Small buildings & Foundations work as normal. Cheers and thanks for this fun game! Johannes | 2023-11-12 11:57:15 | |
| 3145 | 😠 | Suggestion | 我二个屏幕 不管是全屏还是窗口 鼠标 都 会移出游戏能改进 下吗 | 2023-11-12 05:31:14 | |
| 3144 | 😟 | General | my bots keep getting stuck and not doing anything | 2023-11-12 03:10:13 | |
| 3143 | 🙂 | General | In the automation help page it says you have to left click for advanced options of logistics network. But is is right click instead. | 2023-11-11 17:23:57 | |
| 3142 | 🙂 | General | 2023-11-11 16:50:12 | ||
| 3141 | 😟 | Performance | Camera render distance has a diagonal cutoff when zoomed out to max distance. See the top right of the posted screenshot where it cuts through the base diagonally | 2023-11-11 15:05:59 | |
| 3140 | 😟 | General | See the little cells I cooked up for cables and green circuits. They're balanced and were fun to make, but I was unpleasantly surprised to discover that I couldn't copy-paste them everywhere to rapidly scale! Instead, they're a pain to replicate manually. It also feels pointless. It's less effort to replicate a few of the same factory connected to one storage box for the inputs and another for the outputs. Less interesting, but more practical. | 2023-11-11 10:53:38 | |
| 3139 | 😟 | Suggestion | 1. To have that heady feeling of power you get in Factorio, players need the ability to save entire layouts of factories - multiple buildings - as a blueprint. It's very satisfying to perfect it for one recipe then copy-paste it when you need to expand. 2. The logistics network seems to make a lot of recipes trivial compared to Factorio - the only restriction is the bot traffic jam. I laid out little balanced cells (I <3 the ALT info that tells you the balanced prerequisite recipes), but then I realized that it didn't particularly help the flow. | 2023-11-11 10:49:30 | |
| 3138 | 😟 | General | Not sure why, but sometimes the data analyser has the error "Not enough space" even though it has all the space. Changing any of the settings seems to fix it so it might not happen when loading the save, in which case it will happen again eventually. | 2023-11-11 10:21:43 | |
| 3137 | 🙂 | Suggestion | are bugs supposed to follow me to base now? | 2023-11-11 09:53:48 | |
| 3136 | 🙂 | Suggestion | Hallo zusammen. Das Spiel gefällt mir schon sehr gut. Leider habe ich immer wieder Probleme damit, dass ich nicht genau weiß, wofür ein Gegenstand genutzt werden kann. Auch fehlen mir Angaben zu Programmierung und Verknüpfungen (z.B. habe ich es nicht verstanden, wie das Funksignal für Sender und Empänger für die Logik genutzt werden kann). | 2023-11-11 07:42:58 | |
| 3135 | 😀 | General | ok | 2023-11-11 04:05:45 | |
| 3134 | 🙂 | Bug | Just noticed that when I want to go into the blight with a drone when I do a mouseclick in it, it refuses to go in.. but when I click across the blight field sometimes they go true it anyway. only works close to a cliff/wall most of the times I seen this happening. Have a nice weekend tho! :) | 2023-11-10 23:42:13 | |
| 3133 | 🙂 | Suggestion | Maybe it would be a nice idea to give the powergrid overlay a darker color when projected over the snow. white on white never was a good combinattion :D | 2023-11-10 23:37:31 | |
| 3132 | 😟 | General | es el juegs menos intuitivo que he probado | 2023-11-10 22:58:58 | |
| 3131 | 😀 | Suggestion | I would really like a sandbox mode. Somewhere that I can build and test behaviours | 2023-11-10 20:57:44 | |
| 3130 | 😀 | Bug | The dark soil on the left of the hounds, when the hounds are moving it flashes and changes size and shape (I suppose it should not be there) | 2023-11-10 20:57:10 | |
| 3129 | 😀 | Bug | A not-visited (black) area is show as visited. When it is visited the map is different. | 2023-11-10 20:53:25 | |
| 3128 | 🙂 | Bug | Clearing a parameter (with the right mouse button) that only stored a coordinate will not clear the coordinate display. Changing to a different frame and coming back (to force a redraw of the frame's UI?) will properly show the empty parameter. | 2023-11-10 19:53:13 | |
| 3127 | 😀 | General | There is a bug with the loottable, cant abbort transfer od manage transfer. its experimental | 2023-11-10 19:13:59 | |
| 3126 | 😀 | Suggestion | It would be nice to have behaviour actions to set/clear individual parts of the Logistics settings (Deliver/Supply/Request/Channels/Construction/Transport). | 2023-11-10 18:56:46 | |
| 3125 | 😀 | Suggestion | I find it difficult to find the bots I need. A way to select bots via a search or filter process would be helpful. | 2023-11-10 03:14:16 | |
| 3124 | 😟 | General | My GPU is at 100% and the fans are struggling to keep it cool. Loving the game but it needs optimising badly. I have : AMD Ryzen 7 5800X3D Radeon 6700 16GB Ram | 2023-11-09 19:15:34 | |
| 3123 | 🙂 | General | It would be nice to add some quality of life improvements, such as being able to give orders over a large area (e.g. pickup items, demolish buildings). Other than that, having options to smooth orders (not having bots delivering 1 item at a time, but only allow for ordering / bringing stacks, etc. | 2023-11-09 19:02:34 | |
| 3122 | 😟 | Bug | Bug: Human Tank's fixed turret no longer appears on its model. | 2023-11-09 18:35:23 | |
| 3121 | 🙂 | Suggestion | Can there be a way to select portions of the base/factory and make that a blueprint with more than one building and save the links and behaviors already set and ready? | 2023-11-09 14:23:15 | |
| 3120 | 😠 | Performance | There is a large performance problem with bots and miners with using bot miners making it so much worse for large factories. If you try to make everything you need with all of the component elements you wind up with a large factory that needs tons of raw materials and the miners to get this bogs the game down. using bots adds a performance hit that is noticable for each bot after the fist handful. Using behavior scripts to lower the number of bots and turn factory parts on and off so that everything gets built just slower is actually a larger performance drag than just having more bots and miners. It makes the game stop motion by the time you get to the third tier robot tech tree and faster when using other tech trees as well. Please do some performace improvements for bots, miners, and behaviors to make the game enjoyable and not just an excersize in frustration after the begining and the only way to enjoy is start all over and see if there is another way to make your base to avoid the bad optimization. | 2023-11-09 14:22:15 | |
| 3119 | 😟 | Bug | Unable to change resolution an window size. | 2023-11-09 08:37:41 | |
| 3118 | 🙂 | Suggestion | I'd like to be able to identify land that does not have construction on it through behavioral programming. | 2023-11-09 05:56:48 | |
| 3117 | 😀 | General | 1x1[1M] Foundation should have three inventory. Without three the assembler cannot fucntion properly when making things with two materials. As it needs a third space for the finished product to go into. Thank you for your hard work and such a wonderful game! I look forward to what this game has to offer. | 2023-11-09 01:12:54 | |
| 3116 | 🙂 | Suggestion | Please, make sets of buildings blueprintable. Great game, btw. | 2023-11-08 23:49:16 | |
| 3115 | 😀 | General | XD | 2023-11-07 18:31:48 | |
| 3114 | 😠 | Suggestion | 函数 能不能有介绍啊 | 2023-11-07 11:57:24 | |
| 3113 | 🙂 | Bug | Blight deals damage to buildings, scouts and some other units even after researching 'Blight Stability'. runners and flyers seem to be immune. | 2023-11-07 00:22:30 | |
| 3112 | 😟 | General | I cant find blue data Cubes? | 2023-11-06 21:04:37 | |
| 3111 | 😠 | General | Das Minigame bei der Erkundung ist absolut nervtötend. | 2023-11-06 20:44:43 | |
| 3110 | 🙂 | Suggestion | Add a way to cycle between different power grids on the display and to move the camera to them. | 2023-11-06 17:09:08 | |
| 3109 | 🙂 | Suggestion | Units should prefer to path inside the power grid, at least strongly enough to go "around" the edges in an equilater orthogonal triangle, instead of cutting throught. | 2023-11-06 16:26:38 | |
| 3108 | 😠 | General | 基地出生在矿堆里,无法出来,也无法与侦察机进行任何交互,没有办法进行游戏 | 2023-11-06 12:31:38 | |
| 3107 | 😟 | General | 建築物太多會明顯卡頓 | 2023-11-06 11:43:26 | |
| 3106 | 😟 | General | Не могу доставить ресурсы к ПЕРЕЛОТНОМУ МОДУЛЮ. Спутники и маяки есть. Спутники загружены. Исследования все есть | 2023-11-06 00:18:29 | |
| 3105 | 😟 | Bug | Tutorial tabs have a footer that says "click anywhere to minimize" though the windows are minimized by clicking on the top part of their window rather than anywhere. | 2023-11-05 22:26:46 |