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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2276 | 😀 | Suggestion | Typical situation: 1000 distance far away there is powergrid and hauler with all required mats to build somth. Hauler commands "Place building" and tries to drop off mats to that construction. But not all mats goes from hauler to constructing site, becouse some mats are already in logistic network and some flying bots 1000 far away got the command to help in building. Drop off command in hauler doesnt work becouse of that bots and you have to wait them. Required mechanics, which stops logistic network helping in construction. | 2023-09-10 08:09:58 | |
| 2275 | 😠 | Bug | Cant select "Foundation" at the top of "Place Construction" instruction construction selection menu Steps to reprocuce - add a lot of building in your library ( at least 30 ) - create a behavior blue print in library - drag and drop "Place Construction" instruction - try to select "foundation" at the top Observed behavior I can only select buidling templates at the center or end of the list Wanted behavior Being able to select any building template from the list For exemple - by introducing arrows buttons, fixed at the top or the bottom of screen, appearing when the menu overflow, that move the menu when overed by mouse - by introducing scrolling with mousewheel, moving the menu inside a fixed scrollable element - by introducing the library sub menu, to allow player to shorten lists - by introducing a filter box allowing player to search a specific building Bypass Deleting builing from library :-( certainly a duplicate sorry :D | 2023-09-10 08:02:35 | |
| 2274 | 🙂 | Suggestion | BEhaviour should be able to chekc for storm conditions - grid efficiency checking is useless in a storm | 2023-09-10 07:20:28 | |
| 2273 | 😟 | Bug | When I put a sattelite to AMAC sattelite slot the sattelite simply disappear. So I cannot send fused electrodes to the mothership. | 2023-09-10 07:12:06 | |
| 2272 | 😟 | Bug | W | 2023-09-10 07:10:42 | |
| 2271 | 🙂 | General | I don't know why it is asking me togive you feedback right now, but it won't let me not... | 2023-09-10 05:50:45 | |
| 2270 | 😀 | General | 2023-09-10 05:24:52 | ||
| 2269 | 😀 | General | I hope that as the game is further developed there will be an enemy that attacks regularly. Figuring out the logistics is great, very involved, but once you get a pattern that works it is mostly repeat the same thing. I think an enemy that spawns in a random location, builds a base, then attacks will really help the end game. You have a choice to either keep your defences built up and defend your supply lines as you expand for resources or build up a strong force to wipe out the base. If you wipe out the base the enemy respawns in a new random location after a given amount of time and starts again. Do you keep searching for them to kill them early before they build a strong base or do you build stronger defences and wait for the attacks to start again from a new location? How will you adapt to new attacks from random directions and maintain logistics? I think this would really keep the game exciting after you work out your logistics and improve replayability. Love the game so far, keep up the good work! | 2023-09-10 05:15:03 | |
| 2268 | 😀 | General | Amazing game team! I really enjoy the behaviour programming, really cool. Few requests: Radar loop like signal loop will be amazing (I often have too many miners trying to mine the same node, would be cool to have a loop to try mine each node until it fils one it can access) For some reason when you set mining to a resource (not node) the "cannot mine" branch on the behaviour does not seem to trigger. Last suggestion: BE AWESOME! (already ticked) Cheers team! | 2023-09-10 03:02:17 | |
| 2267 | 🙂 | Suggestion | There should be a way of updating the behavior across multiple units, while not affecting other building settings. This could be either done by using behavior "pointer", so the behaviors in units points to the original one. Another way is to give us an option that selects properties when doing copy and paste. | 2023-09-10 02:13:47 | |
| 2266 | 😟 | Bug | Starting bot is trapped in resources. | 2023-09-10 01:31:40 | |
| 2265 | 😠 | Bug | Radar component node not working as intended. Subroutine of selected unit manually looped to itself on successful result, progam continues when no result. Expected results: Should loop on itself when detecting anything. Actual results: Detects something, but continues as if there is no result. | 2023-09-10 01:25:02 | |
| 2264 | 🙂 | Bug | ポータブルレーダーの探知結果ポップアップのヘッダーがおかしいみたいです。 | 2023-09-10 01:02:56 | |
| 2263 | 😀 | General | fun but i'm so confused! | 2023-09-09 22:45:29 | |
| 2262 | 😀 | Bug | Is this ok? | 2023-09-09 22:41:40 | |
| 2261 | 😟 | Bug | Bots that have no items on transport route continuously try to store in storage. Even after moving them away, continues to move back to the storage location for whatever reason. | 2023-09-09 22:12:49 | |
| 2260 | 🙂 | Suggestion | More than 1 notify alert level with different sounds The beep at the moment can mean anything from "my own behavior did an oopsie" to "blight storm (who cares)" to "oh shit my entire fleet is getting eaten by zerg". I would like to be able to specify a number of something in the notify behavior function for different levels of severity of notification. Example: Let's say the default blightstorm one is severity 2, so i could do a nice "ding" kinda sound for small things from my behaviors (freight is full boo hoo) at severity 1 and a super scary siren alert at severity 3 for when my soldiers got called into combat or when they are falling below 80% hp or so. | 2023-09-09 21:23:57 | |
| 2259 | 🙂 | Suggestion | Command center bot should have a built-in battery. I "upgraded" my mining commander and now the software is broken because it doesnt | 2023-09-09 20:28:43 | |
| 2258 | 🙂 | Bug | Small bug: Requesting infinite amount of an item does not work as expected | 2023-09-09 20:19:43 | |
| 2257 | 🙂 | Suggestion | Behavior Controller: Bind CTRL-Z to undo, i never knew it existed for 111 hours because i assumed... | 2023-09-09 20:14:11 | |
| 2256 | 😟 | Performance | I know that in early access performace is maybe not the first priority. but compared to your competitor Factorio there is way much to improve. | 2023-09-09 19:42:22 | |
| 2255 | 🙂 | Bug | behavior controller P-Registers: Ctrl-C Ctrl-V does not copy coordinates from one bot to another anymore | 2023-09-09 19:36:12 | |
| 2254 | 🙂 | Suggestion | When i select a bot and right click on the ground, why is there no location written into the goto register of that robot? I'm not sure but it might be possible to just do this? It might help new players as well. In my imagination, the goto would be removed once the move command from the built-in robot Ai is executed. It would be kinda cool to have this so that you could read the right click coordinate targets from behavior controllers | 2023-09-09 19:20:21 | |
| 2253 | 🙂 | Bug | Editing the default values for the P1-P99 registers on a behavior controller doesnt seem to work quite right if it done from the blueprint editing menu. Sometimes default values (such as a unit) are saved from the unit that you used a blueprint, but then not displayed correctly. Sometimes default values are not saved when i turn a unit into a blueprint. | 2023-09-09 19:17:01 | |
| 2252 | 🙂 | Suggestion | More HP for the player units and shields 1. Even with shields, my bots are so incredibly squishy against bugs, i'm a SC2 player and i can never save my soldier bots. More average players will be even more screwed! I would suggest nerfing the damage that bug enemies do to player units by 50% or so. 2. Having shields on your bots feels like it doesn't do much. I know that it does a lot to prevent chip damage, but the game would be way more fun if the hyper shield made the bot feel like the tank in factorio: Very beefy, can tank a solid half minute or so, but if you don't get out of the group of bugs, you will still die! This would work fine with the tile-based movement in this game as well IMHO. | 2023-09-09 19:12:41 | |
| 2251 | 😠 | General | I am sorry but this tutorial is really not very intuitive. I am not able to understand what exactly has to be done and how this can be achieved. It makes me a really angry. Please create the tutorial in a guided way, by highlighting things and give more hints about what exactly has to be done. Like click here then drag this or similar. I send you the current game status, this is the step I am currently stuck with. And please make it possible that this feedabck window can be moved around by the user! thanks. | 2023-09-09 19:08:25 | |
| 2250 | 🙂 | Suggestion | In Behavior editor, checkbox to unlock execution so that its easier to debug bot behavior, and then easier not forget to revert the change... i just almost lost my soldiers for the third time because of this. | 2023-09-09 19:06:48 | |
| 2249 | 😟 | General | After researching Blight Stability, units still move as if they are effected by the blight, even though research says allow units to enter blight without adverse effects. | 2023-09-09 18:54:57 | |
| 2248 | 😟 | Bug | Photon Cannon (which is harder to unlock) does 5 dps less than Plasma Cannon. Why? | 2023-09-09 18:39:06 | |
| 2247 | 😟 | Suggestion | 蓝图内无地基选项,无法自动铺路 | 2023-09-09 18:23:25 | |
| 2246 | 😀 | General | it could be nice if units pictures under control center (f) did show attachments too | 2023-09-09 18:15:38 | |
| 2245 | 😠 | Bug | Cannot pick up items anymore without "deliver" logistics settings, but that will cause bots to start picking up and delivering random things when they enter the main base. Zero tutorialization on expected behavior. (You may think this make sense. It does not.) | 2023-09-09 17:44:30 | |
| 2244 | 😀 | General | вм иваиави | 2023-09-09 17:12:13 | |
| 2243 | 😟 | Bug | Deconstructor FX can remain on even if bot behavior causes bot to leave range of deconstruct item. (Save attached has the deconstructor in question at the bottom of the screenshot.) | 2023-09-09 17:10:07 | |
| 2242 | 😀 | Suggestion | Mechanism for updating the software version of your existing robot fleet. Because: At the moment, trying to keep the software of bots up to date is bit of a nightmare. I ended up doing a lot of manual work to fix it. CTRL-C/V is a bit buggy and awkward as it does not update the bot name until you move mouse away and on bot again ( so its not clear if updates have applied or not) Ideas for updating the robots: - "Remote software loader" component, sends specified behavior blueprint to a units first behavior component C- Checkbox in blueprint bot list for "auto update behavior compontent software based on name", and then pull in the software update even for units that are queued up for construction already in a building. - Generally some way to do versioning in the behavior editor so that i can cycle old versions and compare, etc. List becomes too long with "Miner v1" "Miner v2" etc - | 2023-09-09 17:07:47 | |
| 2241 | 😟 | General | I would like to be able to drop items directly from buildings. I don't understand the point of that restriction, it is very annoying. | 2023-09-09 16:57:33 | |
| 2240 | 🙂 | Bug | This is either a bug or an UX thing: Somehow my gas drop-off unit here gets its gas slots blocked by orders for zero gas. This is while i have dumb gas mining bots try to drop off their gas to the unit in question via their `store` register. I have 111 hours and cant figure this out, and by the way: Feature request: Cancel order(s) behavior block function thingy Anyway good job on the game in general, runs really smooth! | 2023-09-09 16:53:55 | |
| 2239 | 🙂 | Bug | Somehow | 2023-09-09 16:46:04 | |
| 2238 | 🙂 | General | Explorable on plateau. Wasn't sure if this is an intended location, though it looks nice up here. | 2023-09-09 16:43:48 | |
| 2237 | 😟 | General | For a portable radar, if the 2nd filter slot is empty, the 3rd filter slot will be ignored. This is not explained anywhere and is rather annoying. | 2023-09-09 16:25:07 | |
| 2236 | 😀 | Performance | simple behavioral controllers drastically slowing down the performanceof the game. I love this game. please. please. please can we do something that improves performance? | 2023-09-09 16:15:55 | |
| 2235 | 😠 | Suggestion | The Puzzles are completely daft. | 2023-09-09 16:10:09 | |
| 2234 | 😀 | Suggestion | Thanks for the great work on the Faction Orders screen! The pagination really helps. Would you consider adding additional filters, such as by logistic channel? | 2023-09-09 16:03:55 | |
| 2233 | 😀 | Suggestion | It would be great if there were functions in behavior for getting the stability level in the re-simulator so you could request the appropriate cubes as needed. Another useful function would be to select a location that is able to be built upon. I had an idea for creating a bot that would lay foundations on any applicable tile within my power grid, but there's no way to select empty tiles. | 2023-09-09 15:37:38 | |
| 2232 | 🙂 | Suggestion | Could you please add a pin button in control center and build menus? I am currently trying to change settings on 50+ drones and for the life of mine, I can't figure out how to do it without opening menu, searching for a drone, checking its settings and realizing I already changed them, then searching for another one and so on. It's less of an issue with buildings and bots (there's copying and blueprints), but with shuttles and drones it's a massive PITA. | 2023-09-09 14:35:27 | |
| 2231 | 😟 | Bug | For the life of me, I can't figure out what's going wrong here. Perhaps this is intended design, but it doesn't seem right. I have an assembler farm creating items needed for, among other things, building construction (specifically, in this case, Internal Efficiency Modules). The assemblers dump into storage blocks that are on appropriate logistical networks. When I create buildings requiring the IEMs, none of the bots get queued up to pick up an IEM from the storage block and bring it to the construciton site. If, however, I bring a transport bot with identical logistical network settings over to the same storage block and pull the IEMs into the transport bot, the other bots suddenly start retrieving the IEMs from the transport bot and delivering them to the construction site. I can't get the bots to pick up directly from storage though. So, for the last several game hours, I've just been parking a transport bot next to the storage block and occasionally requesting a bunch of items so that the bots will actually pick them up & deliver them for construction. I have a lot of hung up construction due to this. If I'm doing something wrong, I'd love to understand what. | 2023-09-09 14:26:49 | |
| 2230 | 😀 | General | It would be helpful to know how much energy a unit is getting from a Power Transmitter. Maybe an incoming "wireless power" gauge? | 2023-09-09 13:45:37 | |
| 2229 | 😟 | Bug | Thank you for the QoL updates in this latest patch! There seems to be a regression, though. Previously, when creating buildings, the previously-selected blueprint folder would persist. Now, if we're creating multiple buildings from a blueprint folder, we have to re-select that folder each time. | 2023-09-09 13:44:36 | |
| 2228 | 😀 | Suggestion | It would be helful if, when a building is selected, any units that have routes to or from that building would be highlighted. I think the most common use case for me would be to make sure I have units assigned to transport items to or from a building. | 2023-09-09 13:43:50 | |
| 2227 | 😀 | General | I have a few suggestions to submit separately, but I wanted to leave a general message to say how AMAZING your idea and initial game are. I love it! Can't wait to see what the final version becomes. | 2023-09-09 13:39:57 |