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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 3052 | 😀 | Bug | eqfgt | 2023-10-30 10:17:06 | |
| 3051 | 😟 | Suggestion | The game mechanic and graphics are amazing, but bots commanding is very frustrating. I'm a 2000h+ automatic/sandbox player, still find the game is so unfriendly to play even I know what to do the next. (30min playtime beginner) 1. The bots are always got stucked. 2. I can't find a way to demolish the building, and bots cannot reach blocked building, which causes stuck. 3. The automation seems tedious, it might be interest and fun to play with afterwards, but in the beginning it's not really fun to click and drag too many things, only to fulfill some really simple goal. | 2023-10-30 03:20:30 | |
| 3050 | 😟 | Suggestion | f | 2023-10-30 03:10:03 | |
| 3049 | 😀 | General | In the L tab for creating presets, could "high priority" setting for the building be added to the options in the preset. I find myself struggling at times to get power poles and mining buildings setup quickly having to manually tick high priority on all of them, would just be easier if that could be saved into the preset | 2023-10-29 21:37:59 | |
| 3048 | 😠 | Bug | I don't know if it is a bug or not but playing with passive mobs, once you attacked them they become hostile. I don't know if it is an intendede design, but i don't like being force to fight mobs to get resources needed for my factory. I would like an option to not have to fight mobs ever and get the necessary resources by other means, even if it is prohibitively more expensive. | 2023-10-29 19:16:03 | |
| 3047 | 😀 | General | Kleines Kraftfeld: Wie wird es benutzt? Weiß gerade nicht wie ich es erweitern kann | 2023-10-29 18:28:30 | |
| 3046 | 😀 | General | Bisher läufts ohne Probleme-gutes Spiel | 2023-10-29 18:00:52 | |
| 3045 | 😠 | Bug | Units under attack notification can be delayed 5 minutes. Saw notification for destroyed robots, even after taking oldest autosave(5mins ago) the units ahd already been killed | 2023-10-29 17:19:33 | |
| 3044 | 🙂 | General | Having setup a block with uplinks more aimed at blight research I power off all buildings when I do other research. But the powered off uplinks are still tasked with some other other research, which they should not be as they are powered off. Pausing the research and doing continue will schedule the remaining parts on the right buildings. | 2023-10-29 13:07:16 | |
| 3043 | 🙂 | Suggestion | In game knowledge base : List- of all materials, how they ar obtained or produced. Right now, you have to struggle on some mats because the game does not say how to find / get those. | 2023-10-29 09:03:58 | |
| 3042 | 🙂 | Suggestion | Logistic optimisation : Transfer bots between storage should only begin to haul materials only once they are at least half full. It should be customizable (25% - 50% - 75%). | 2023-10-29 08:46:58 | |
| 3041 | 😟 | Bug | After a while of playing, the radius for bots becomes permanently visable (even after hiding overlays). | 2023-10-29 03:30:36 | |
| 3040 | 😟 | General | In behaviour when input is a dropped item crystal chunk and it gets compared with Information dropped item, only switch results in equal. Compare item/entity options result in different. At first look and the info that can be seen all 3 option should result in true. What parts does the switch compare differently than the other 2 in a dropped item? | 2023-10-28 22:28:05 | |
| 3039 | 🙂 | Bug | Unable to find the mission to unlock tanks / flyers | 2023-10-28 19:09:36 | |
| 3038 | 🙂 | Suggestion | The only real difference between batteries and capacitors seems to be their total overall storage of power. Total storage is rarely the problem; rather the problem seems to stem around the discharge rate, or the rate at which is discharges energy to the grid. It'd be really incredible to see batteries specialize in 1 thing, and capacitors another. Maybe batteries focus on storage and capacitors focus on discharge. Both useful, but now in different ways. | 2023-10-28 17:53:14 | |
| 3037 | 😟 | General | Radar filter is not working as intended. Seams a bit special. I filter for contrcution sites and added a second filter to only get the only those without power. That combination is not working in the last stable version as well as in the experimental build. I've tryed both ways. 1. Simple add conditions to the radar itself 2. Set a behavior with the conditions See attached the savegame. | 2023-10-28 17:10:39 | |
| 3036 | 😟 | General | Radar | 2023-10-28 17:06:12 | |
| 3035 | 🙂 | Bug | Savegame we were talking about here https://discord.com/channels/426249804981600259/1051082343953211485/1167863115661193336 | 2023-10-28 16:32:03 | |
| 3034 | 😟 | Bug | I have problem with logistics channel storage in other logistic channel all time provide crystals to other logistics channel, storage also provide to logistics if logistisc off | 2023-10-28 13:41:41 | |
| 3033 | 😠 | Bug | after last update, every building in the blight is under 'attack' | 2023-10-28 12:00:27 | |
| 3032 | 😟 | General | This is general feedback with no particular problem. Right now the game is teadious and unfun. I would pickup Factorio or Dyson Sphere Program above this game if i wanted to play a factory game. The mix of RTS and bot factory dot not work well. Early game you spend too much time with too much clicking (16 clicks to reserve space in a 8 slot storage where 2 clicks are necessary on Factorio for a 60 slot storage). This game lacks a lot of quality of life and setting up automation without inserters and belts does not work well without a stupid amount of bot doing only one task. | 2023-10-28 10:09:05 | |
| 3031 | 🙂 | Suggestion | When I am trying to get an overview of my robots, I click on the top-left hand corner power stats thing, and click on the units tab it's really cool. But when I click off it disappears, it would be nice if it stayed up until I closed it. Or have it behave like a "window" does on the computer, minimize it and drag it out of the way. | 2023-10-28 01:13:38 | |
| 3030 | 😠 | Suggestion | Please let us use Unit Types as filters in LoopEntities, Match, etc (anything with a filter input). It actually works and filters, but the ui doesn't let you input directly and you have to grab the input from another register. | 2023-10-28 00:11:20 | |
| 3029 | 😟 | General | I know you recently changed item height to stop them being lost in the grass, but now they seem way too floaty. Maybe you could have some kind of platform for them to sit on? | 2023-10-27 22:36:41 | |
| 3028 | 😟 | Bug | factory making miner says no space but there is | 2023-10-27 22:22:52 | |
| 3027 | 😀 | Suggestion | Möglichkeit nur die resorsen anzuzeigen, die im Logistik netzwerk sind. Und nicht die, die nicht im Logstig netzwerk sind. | 2023-10-27 19:53:17 | |
| 3026 | 🙂 | General | The meely attack bugs are not attacking the buildings arround the turret building. so they cant destroy them | 2023-10-27 19:02:04 | |
| 3025 | 😟 | Bug | Bots ignore channels. They deliver goods to buldings on another channel. | 2023-10-27 08:49:35 | |
| 3024 | 🙂 | Bug | The Get/Set component node does allow you to choose between multiple components of the same type. Add an optional Index parameters to test for multiples or maybe a node to get comp by index instead of by type ? | 2023-10-27 02:10:38 | |
| 3023 | 🙂 | General | I think its the new radars that are generating these mapedges | 2023-10-27 01:19:55 | |
| 3022 | 😟 | General | Edge of rendered area is visible. | 2023-10-27 01:13:27 | |
| 3021 | 😟 | General | Blight Research is at the top of the queue but it isn't being researched currently (due to insufficient items of course). The UI could show what is currently being researched instead of just the research at the top of the list. As shown, the Command Center is occupied with a different research that could be shown. | 2023-10-27 00:29:57 | |
| 3020 | 😟 | General | The way that i have my Iron set up seems to be bugged, the Iron collector bot (dash bot) will collect iron from the miners (worker bot) until i place a portable transporter on the Iron supervisor (twin bot) and for some reason the iron collector stops working and goes idle. Feels like he should continue collecting. | 2023-10-26 22:34:54 | |
| 3019 | 😟 | Bug | (Attached incorrect screenshot to previous report - here's prefab names showing up in the wrong language.) | 2023-10-26 22:31:28 | |
| 3018 | 😟 | General | - Switched language to Russian, played through the tutorial. - Started a new game, switched language to English => names (i.e. titles) of prefabs in the Assembler show up in Russian | 2023-10-26 22:28:13 | |
| 3017 | 🙂 | Suggestion | Hello, First of, i enjoyed playing this little game. It has some fun twists on resource management gameplay. I like: - modular nature of the game. - The units are fun to use, the RTS style has great potential. - GFX / sound / UI = all good enough - Lots of stuff to unlock and things to build I have some issues with the game aswell though. Praise is all nice and fun, but it does not lead to improvment so :P - Getting higher tier units / buildings that make lower tier units pointless. Lack of trade offs. (small units are faster but have less slots/ Larger units slower but can carry more modules etc. ) I think making the units more of a horizontal progression over a vertical one would be nice. - Building bases is a bit boring. Where in factorio i spend allot of time creating all sorts of layouts, in this game it seems to not matter so much. At best i make little clusters of buildings. - Mining ore is tedious, The ore patches are to common and not dense enough. Im constantly relocating my miners. Its not fun. - Power grid expansion is also a bit tedious. I am kinda missing long distance power lines. - The world is quite boring. Its the same 3 biomes over and over. There is nothing exiting to find and resources dont get more dense ferther away. The game feels very small. -Programming is a fun addition, but i dont enjoy programming. It may sound a bit cheesy, but its your job to program the game :P Things that i think would be fun in this game: - More RTS style combat encounters. Allot of resource management games kind of lack a chalanging enemy to defeat. Imagine a supreme commander type of combat system in which you create your own units and fight giant alien bases with crazy boss monsters. That you engage when you feel confident. Maybe its out of the scope. - Highways for your bots. being able to make roads that speed up your bots and power them as they move trough them to make them move ferther distances. | 2023-10-26 20:27:14 | |
| 3016 | 🙂 | Suggestion | Resource nodes (crystals / ore etc) have higher amounts of resources the further away from the starting position | 2023-10-26 20:02:22 | |
| 3015 | 😟 | Bug | Request Wait is waiting, if and only if it is the first command in a behavior | 2023-10-26 18:02:25 | |
| 3014 | 😟 | Bug | Bots deliver to buildings on a different channel. This is a problem when the building can not be reached by the bot. | 2023-10-26 15:19:15 | |
| 3013 | 🙂 | General | I've had three times where the game has caused a hard shutdown of my PC, no warning. That should be addressed. Looking forward to more of the game though. Would love an option to start fresh will all the tech and blueprints from another game too. | 2023-10-25 21:36:54 | |
| 3012 | 😀 | Suggestion | Really good overall :) If you could add the math modulo operator for the behaviors that would be perfect ! | 2023-10-25 21:24:55 | |
| 3011 | 🙂 | General | Crazy Bug didn't find closest hidden tile (during testing new circular scout pattern) and so went crazy: [2023.10.25-16.12.18:537][397]Error: Argument 2 (location) passed value nil failed to parse (passed wrong type?) [2023.10.25-16.12.18:538][397]Error: stack traceback: [2023.10.25-16.12.18:538][397]Error: [C]: in method 'Place' [2023.10.25-16.12.18:538][397]Error: Main/scenarios/freeplay/freeplay_events.lua:351: in method 'Start' [2023.10.25-16.12.18:539][397]Error: Main/scenarios/freeplay/freeplay_events.lua:441: in function <Main/scenarios/freeplay/freeplay_events.lua:396> | 2023-10-25 16:23:56 | |
| 3010 | 🙂 | Bug | Bug? The game mode is set to aggressive, but the bugs faction is neutral and they don't attack. Same when setting hostile game mode. Not sure if this is intentional or not after update | 2023-10-25 11:30:24 | |
| 3009 | 😀 | Suggestion | I think the ability to swich between units would be helpful. I noticed that nothing is bound to Q and E and feel like those would be solid keys to bind a forward and backward selection of units. | 2023-10-25 10:55:29 | |
| 3008 | 😠 | Suggestion | 导航训练模拟器怎么关闭 | 2023-10-25 10:47:38 | |
| 3007 | 😟 | General | Transporter Ignorieren die Drahtspulen! | 2023-10-25 08:26:00 | |
| 3006 | 🙂 | General | This construction is fake news! Using Ctrl+Click to replace a 1S(with Factory Component) with a 2S(standard building) makes the component get stuck in ghost-construction limbo! | 2023-10-25 07:24:27 | |
| 3005 | 😀 | General | for beatwho, p.s. raveness is a dumb dumb for not attaching save | 2023-10-25 07:15:50 | |
| 3004 | 😀 | General | save for beatwho in discord to play with internal transporter jam | 2023-10-25 07:13:54 | |
| 3003 | 😀 | Suggestion | My last suggestion was sent prematurely. Sorry! Anyways, in the previous one I said that it took me 10 hours to get into the game versus others in the same category where it took maybe an hour or 2 maximum. The reason was because the automation was so different than others (which is a huge plus in my book). If possible, trying to incorporate some tutorial aspects into the main game, instead of it being separate, would be a great addition. In the beginning, explaining what the 4 parameters are in a bot would be nice. When you get "behaviors", it would be nice to see a tiny tutorial on important functions and how they can be used. In fact, having a bot that does a basic act like picking up dropped items in a certain radius of it and storing it in a storage container would help a ton of new players in figuring out how the game works. This game had a slow start, but has become one of my most played games already. Good work so far, looking forward to whats next! | 2023-10-25 04:32:05 |