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ID | Rating | Category | Description | Screenshot | Date |
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5266 | 🙂 | Suggestion | Infected circuitboards should not be producable, they should be harvested from infected units on the map, or from the units you own if you deconstruct them while they are infected (at a lower rate). Its kind of silly to just stick some alien parts on a circuit board and boom you have an infected circuit board. | 2025-05-07 11:21:44 | |
5265 | 😟 | Suggestion | Would be nice to disable attack messages for specific types of damage, perhaps if the damage is significant enough to need to be notified of like for example if the scout or whatever is in the pink zone, and has lost 20% of its health? In this case my scout has a repair kit so the damage just endlessly repairs but I keep getting notices that I'm under attack anyway. I'd like to stop all pink zone attack notifications all together. Also it'd be kinda nice if there was a middle option in these smilies below, I mean, this isn't really a happy or unhappy sort of thing, its just basic feedback. | 2025-05-07 11:16:41 | |
5264 | 🙂 | Suggestion | Two things I forgot to mention, I would like there to be a way to change bug difficulty during the game. In this case, I feel like the bugs just aren't attacking like they should. They should be aggressively attacking me because I attacke them. I tried setting this during the start the first time but it ended up being too difficult that time as they grew in power faster than I could grow in defense. Also I would like to see the research queue hold more. Its silly that it only holds three items. | 2025-05-07 09:18:49 | |
5263 | 😟 | Suggestion | I would like to see a way to better automate buildings in the fashion I've tried at the bottom of my base here. I attempted to have a buffer zone of ore, thats supposed to send it down the line to the other buildings. However I have to do bizarre things to get this to work as you can see where I would have liked to just do a straight line instead and have buildings automatically search for nearby storage to pull from. Also the current method only works if the inputs are all full up, because if not, I can't get the early buildings in the line to craft, till the ore builds up to stay long enough to be pulled from. I'm trying to reduce the need for bots so that buildings next to each other can form a sort of factory line, one building sends to the next and such sorta like Factorio. | 2025-05-07 09:15:12 | |
5262 | 😀 | Bug | After starting to produce a bot that is copied from one unit, once another unit is copied, modifying the amount of bots that are being produced causes the bot in production to revert to its unmodified form instead of keeping the settings and components of the first copied bot. (also i chose happy because the game is very fun regardless) | 2025-05-05 22:39:14 | |
5261 | 😠 | Bug | Active nodes in the behavior are NOT colored most of the time. When they are the color is so dark its not visibile. Use ORANGE. | 2025-05-04 16:46:08 | |
5260 | 😟 | Bug | Broken Can Produce behavior | ![]() | 2025-05-03 22:03:40 |
5259 | 😟 | General | The changes in the ue5 test are amazing. However, why did you change the way parameters are shown:( it makes it more difficult to both see what is happening in larger scripts, and makes it harder to debug them | 2025-05-03 18:26:30 | |
5258 | 🙂 | Suggestion | Schnelltasten für einzelne Roboter oder Gruppen sollten ermöglicht werden | 2025-05-03 16:37:53 | |
5257 | 😟 | General | Hi, thanks for the great update (Experimental). I noticed a bug in the bot behavior. Bots now strictly prefer the shortest distance. Even if they get much less resources over the short distance. I have observed how a bot always commuted to the mobile miner for 1 crystal and ignored the full warehouses at some distance just because 1 crystal was harvested again and again. Later on, this can be fixed with warehouses, but especially at the beginning it is extremely annoying and causes massive delays, especially when building. | 2025-05-03 15:25:55 | |
5256 | 😠 | General | Absturz | 2025-05-03 14:20:28 | |
5255 | 😟 | Bug | cleared out a huge area of hostiles, see the radar, but I still cant complete the event | ![]() | 2025-05-02 08:03:08 |
5254 | 😟 | General | light RGB selection is bringing up the incorrect popup. Cannot change colors, and no light if you try. Thank you and keep up the awesome work. | 2025-05-02 02:08:24 | |
5253 | 😟 | General | How can i get power flower or power petal? | 2025-05-01 20:57:24 | |
5252 | 😟 | Bug | So this one is there are resources Inside this rocky crater that cannot be retreived by land or air. anyway to correct this issue? maybe Not have resources spawn in them of be able to destroy them? as you can see my garbage cleaner cannot get to the items and i cannot target them for destruction either. It causes my cleaner to not get beyond this task to finish others in it's queue | 2025-05-01 16:28:08 | |
5251 | 😟 | Bug | I think the transporters are missing the corners in being able to transport items. This game example is Reinforced iron plates, the issue is the top 2 RiP factories on the right and left are not recieing the bars, they ARE requesting them but not getting them. So I placed 2 large beacons to assist in the transfers. Power them on and watch the finally recieve the items requested. Also you can no longer sort items when you click the buttons in any factory. | 2025-05-01 15:38:16 | |
5250 | 😠 | Suggestion | Please add an ability to customize UI placement. The past 2 UI changes have made the UI worse each time and the newest change is causing me to just instantly quit back to desktop. Having everything in the unit UI in the bottom middle is extremely cluttering of the the most prime real estate of the screen. Everything feels extremely cluttered and makes the screen feel way too small. Please revert back to the UI element placement from 2 designs ago at the very least, but the better option is to allow each player to move UI elements to where they most prefer them to be. | 2025-04-30 23:31:44 | |
5249 | 😟 | Suggestion | Give the player 1 behaviour controller, at the start of the game, for the Command Center. With just 1, players can achieve an amazing automated early game, instead of being forced to play slowly and manually until the behaviour controller is unlocked. Note: Applies to players that will start a new game more than once. | 2025-04-30 16:17:36 | |
5248 | 😟 | Suggestion | Crafting menus / Request menus should be further categorized into a grid. Vertical categories such as Network, Storage, Power Generation, Power Storage, Crafting Devices, Scanners/Radar, Miners, and Weapons. (I'm sure there's more categories but you get the idea). And the columns are split into the sizes, with Internal on left, then small, then medium, then large on right. That way I don't have to 'look' for something or remember what it looks like, if I need a medium battery for instance, I can instantly go to it. This is also scalable. | ![]() | 2025-04-30 14:12:15 |
5247 | 😀 | General | great so far very intuitive interaction with the UI so far so good | 2025-04-30 00:58:26 | |
5246 | 😟 | Bug | I am currently on the experimental beta. When you try to add a anything from library, if it has other things that need to be added with them ex. behaviors, nothing gets added. you have to use somthing with a behavior module and add the behaviors manually form the library before adding the building/bot. | 2025-04-30 00:26:46 | |
5245 | 😟 | General | I'd like to provide feedback on the recent UI changes. On wider monitors, the link editor is very far away from the rest of the unit information. Perhaps it could expand upwards from the location of the link editor button above the unit information. Also, the minimum width of the inventory window being limited by the component socket element leads to a very wide, but sparsely utilized window on the engineer. | ![]() | 2025-04-29 20:38:30 |
5244 | 😟 | Suggestion | When a unit is destroyed, it should turn into a "wreck" that contains whichever items survived the destruction of the unit. This would be better than fighting leaving behind neat groups of items on the ground. | 2025-04-29 15:52:23 | |
5243 | 😟 | Suggestion | A proper unit destroyed and building destroyed sound. Something like an explosion or breaking metal noise. Currently, it just makes a "teleport" like sound. | 2025-04-29 15:49:38 | |
5242 | 😟 | General | 硅砂采集出了什么问题?有采集动作但是资源无实际增加。 | 2025-04-29 14:24:51 | |
5241 | 🙂 | General | Following the exchange with Beatwho on Discord. | ![]() | 2025-04-29 13:10:43 |
5240 | 🙂 | Suggestion | Dobrze by było gdyby każdy rodzaj gniazd miał kolory np. wewnętrzne czerwone, małe zielone, średnie niebieskie, duże purpurowe jako że to koliduje z obcymi technologiami to te niech mają dwukolorowe tekstury np. płoty | ![]() | 2025-04-29 00:10:16 |
5239 | 😟 | Bug | Nie można edytować jednostki | ![]() | 2025-04-28 00:28:26 |
5238 | 😟 | Bug | Mothership can not 'Eject' 1 or 2. Repair Mothership 1 or 2. Acquire Command Center and deploy any place 3. Select Mothership 4. Push 'Eject' 5. Show "No faction home is set" | 2025-04-26 16:46:15 | |
5237 | 😠 | Suggestion | That produced/required graph of yours is absolutely unreadable. I would have not expected me to not be able to read a graph, but honestly, I have no idea, what it is showing. I mean, not even any explanation is given. There is a "that's how much you produce graph", which I understand, but is it in 5 minutes, or per minute, or per developer's wish of unit measuring time? Also it jumps so much that I have no idea if I produce more, or use more. | 2025-04-25 16:16:44 | |
5236 | 😠 | Bug | 做任务时候点选机器人后花屏 | ![]() | 2025-04-25 11:24:17 |
5235 | 😠 | Bug | 点选机器人出现花屏 | 2025-04-25 11:23:01 | |
5234 | 😟 | General | Get Item info with range selected does not actually return the range stat for the item. | ![]() | 2025-04-25 06:11:28 |
5233 | 😟 | Bug | Windmills stopped working | 2025-04-24 17:12:40 | |
5232 | 😟 | General | Здравствуйте. Не завершается задание по починке перелетного модуля. | ![]() | 2025-04-23 06:45:25 |
5231 | 🙂 | Bug | W polskim wzmocniona płyta jest nazywana w 2 przedmiotach | ![]() | 2025-04-23 00:39:49 |
5230 | 😟 | Bug | Attack Move Behaviour persists even when unit is retasked in behaviour workflow - possibly due to a sub-routine. In the attached game state selection 9 is a control unit using radio to direct autonomous units onto targets. The enemy is destroyed so the behaviour run a sub-routine to call the unit back to the command module - but the unit keeps repeating the same attack order, flipping between returning to the unit and attacking the last known location. | 2025-04-22 23:43:48 | |
5229 | 😟 | Suggestion | Similar to ID 3356: Playing in 4k mode on a 42 inch monitor the popup screens pop up all over the place. With the 42 iches of space it makes it hard ti find and especially see what info was popped up. Putting the info screens in an easily seen area (middle of 42 in screen for example) would make it easier to find what was displayed. There is just so much space on the screen with no general place to look is frustrating. Actually I have to strain to move my head to find info put up, and then read it. (By the way, I have tens of thousands of hours on construction type games so am not a new player. In fact I am over 75, and previously was very active in microcomputers) | 2025-04-21 18:17:37 | |
5228 | 😀 | General | Geniales Spiel, danke dafür :) | 2025-04-19 08:01:54 | |
5227 | 🙂 | Suggestion | Would be good to have a "Quit to Desktop" option in the in-game menu (when pressed [Esc] key). The current "End Game" returns the player to the main menu, and *then* then can quit to the desktop, which requires a two-step process, and (minor) amount of additional delay. | 2025-04-19 03:50:14 | |
5226 | 😟 | Bug | When using the building upgrade interface (for example upgrading a Storage (8) to a Storage (16)), it does not populate the fields with the bulding's current settings (such as the custom name I gave it, the signal setup, or what other storage this one is linked to). While there are fields for re-entering all this, would have expected the current details to have been already filled in. Is useful to give the player the option to change those settings as they upgrade, but having the existing settings shown / already entered would be expected (so maybe a bug, or just an oversight, or is this as intended?). | ![]() | 2025-04-19 03:47:08 |
5225 | 😟 | Suggestion | Show/hide docked bots should be a global state and not reset to show every time I click on something. The UI list is way too big and obstructive to always show | ![]() | 2025-04-18 08:55:43 |
5224 | 😟 | Suggestion | Loop components behavior does not loop trough integrated components, which fail to make anything related to human integrated weapons or miners. | 2025-04-17 17:00:19 | |
5223 | 🙂 | Suggestion | the minimaps representation of foundation tiles makes a hard to read orange mess, the orange outline needs to go imo | ![]() | 2025-04-15 15:38:41 |
5222 | 😟 | Bug | Everything has disapeared ! | 2025-04-15 13:07:29 | |
5221 | 🙂 | Suggestion | Es wäre gut wenn man noch mehr kanäle hinzufügen könnte | 2025-04-15 07:25:47 | |
5220 | 😟 | Bug | Removing the garage component with a unit inside makes the unit inaccessible. I can still select it from the control group, but can't find it anywhere in the factions menu. | ![]() | 2025-04-15 00:52:41 |
5219 | 😠 | General | I can't find any way to create an AMAC to send the sattelites - no machine indicates that it can create one. Again, this makes it impossible to continue the game. | 2025-04-14 15:46:52 | |
5218 | 😠 | General | The long range radar has no icon to select for the mothership, and there's no way to tell how to pick the mothership. This makes it impossible to continue the game. | 2025-04-14 15:45:18 | |
5217 | 😠 | Suggestion | 主流玩法过于复杂,玩家的爽感不于这些小事,需增加自动化更多的部分,减少无效操作 | 2025-04-13 21:54:00 |