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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2502 | 🙂 | Suggestion | A road system would be helpful in mid-late game to alleviate with traffic jams. Ground tiles that can only be moved through in one way only, signaled by traffic signs. It can be integrated into the pathfinding system that bots prefer to move through roads. This stops bots going different directions ramming into each other and slowing the whole system down. | 2023-09-19 20:59:42 | |
| 2501 | 😀 | General | HI! I was thinking that the "Place Construction" behavior needs to allows us the ability to choose orientation, I would like to be able to place down some 2x1 buildings east-west rather then strictly north-south | 2023-09-19 19:05:01 | |
| 2500 | 😀 | General | Need some sort of animation on the robotic assemblers guys .... you don't know if they are working unless your click on the building! | 2023-09-19 18:33:38 | |
| 2499 | 🙂 | General | . | 2023-09-19 18:25:18 | |
| 2498 | 😠 | Bug | So, when you're hiding overlays, sometimes things don't vanish properly. Like the circle in this screenshot. In this case, it's been there about half an hour. Uncertain if it persists on reload, so I'm including the screenshot and the save file. More a 'to be aware of' than anything. For reference, I'd been on show overlays for quite a while (AND WHY DON"T RANGES SHOW UP FOR TURRETS UNLESS YOU MOUSE OVER THEM? <--this is the angry part because I need turret coverage and show overlays doesn't help with that). | 2023-09-19 17:57:56 | |
| 2497 | 😀 | Suggestion | I like playing with infinite resources, but the Infinite Rich setting in Desynched is way to OP. Suggestion: World is generated like in High (resource) setting. When a large resource desposit is fully mined a resource node (size: 1 tile) will spawn. On this node you can place a mine (new building). The mine will prove the resource on a set rate (e.g. 1ea / 3 secs). Better mines (higher output) should be available with higher tiers in research. Mines for the "special" resources like obsidian should be unlockable in the blight research tree. | 2023-09-19 15:09:02 | |
| 2496 | 😠 | Bug | dawsd | 2023-09-19 15:06:12 | |
| 2495 | 😀 | Bug | The set size of the window bigger than 1920x1080 when playing in window mode will not be saved. When the game is closed and started the next day, the window size is set to default (1920x1080). Its not annoying but shall be adressed before 1.0. | 2023-09-19 14:52:49 | |
| 2494 | 🙂 | Suggestion | Add more information on units, buildings, and aliens. The Re-Simulator is a bit vague, and I have no idea what Stability does. I even checked Reddit/Google for this. | 2023-09-19 13:51:15 | |
| 2493 | 🙂 | Suggestion | Add | 2023-09-19 13:50:03 | |
| 2492 | 🙂 | Suggestion | The scout option in the behavior controller isn't doing it's job very well in my opinion. It keeps moving in area's I have already discovered, I would rather see an option to target a position that is not yet discovered. Also maybe it would be nice to have a "random" option that generates a random number between the set numbers (that offcourse can be a parameter, variable or number). This way I could program it to choose between a direction for example (north, east, south, west) with a number compare part. Then travel that way for x ammount of tiles. The x would in my case be the range of the radar, so every spot is covered. Also what I am missing in behavior is to set a target to shoot at. I hope my feedback is helpfull. Great game, keep up the good work! | 2023-09-19 12:42:53 | |
| 2491 | 😀 | General | Suggest you rethink structures bigger than 2x1. There is nothing better once you get 2x1 (2M4I) as 2 of these occupy 2x2 (4M8I) or 3 of 2x3 (6M12I). I have only been playing for 160 hours and still on the tutorial but there are no large buildings that give you better than the 2x1 combo | 2023-09-19 12:04:44 | |
| 2490 | 😟 | Suggestion | When you have set the Deploy location of a build to be put down please change the text to read Deploying as at the moment it stays at Deploy and I cannot remember which bot was already De[;oying and which has something to Deploy. Please repair, many thanks | 2023-09-19 11:34:40 | |
| 2489 | 😟 | General | When clicking Store and Goto buttons they make no sound indicating that the button was clicked | 2023-09-19 11:30:33 | |
| 2488 | 😟 | Bug | When you have a group of bots you can right click and remove the Store location and it removes it from all the group but when you try to put a new Storage location by left clicking on the Store button it does not take the mouse cursor to the pointing finger but to items menu. Please repair as I am really enjoying this game. | 2023-09-19 11:28:31 | |
| 2487 | 😟 | General | When scaled at 100% this is what happens if I am trying to access a group of Bots | 2023-09-19 11:15:25 | |
| 2486 | 😟 | Bug | "Mini Map Follows Camera" button keeps disabling without instruction, | 2023-09-19 11:11:39 | |
| 2485 | 😟 | Suggestion | When clicking on reset camera it takes you to 0,0 but may I suggest you make it center on the Command Center wherever you deploy it | 2023-09-19 11:08:26 | |
| 2484 | 😠 | Bug | PLEASE fix looting from explorables! several now (mostly but not always on the edge of a hill but even) sometimes just when there is ore or sometimes nothing at all nearby you cannot get your bot into that magic exact position needed to be able to "reach" the loot in the explorable you just solved, its bad enough your bot sits there waiting forever to transfer it without moving to that one tiny spot needed to reach it but having no spot it can be reached from at all is just bad! | 2023-09-19 10:22:44 | |
| 2483 | 🙂 | Suggestion | The pipe puzzles would be less painful if the player could lock tiles. | 2023-09-19 10:06:12 | |
| 2482 | 😀 | Suggestion | Need a click and drag mode for constant moving, like the some of the old RTS games, if you hold move a unit or group of units and move the mouse then they keep following the cursor if it moves instead of it just panning the screen around like normal! | 2023-09-19 08:29:34 | |
| 2481 | 🙂 | General | Guys, we have to be able to color the buildings/foundations/bots. The symbols over the bots DOES NOT work ... if hides what kind of unit it is, and makes it to hard to see the cargo as well as what's mounted on it. As for the building, the entire design you've given us is based on queues ... and that means an FEEDER storage, and a PULL storage ... and when you start getting a good sized base going, it starts becoming impossible to keep track of which is the feed, which is the pull ... and the symbols don't work for the same exact problem, you're having to zoom in to see past the symbol to see if you haven't ran out of product. Colorization PLEASE ... I sure hope you designed your assets so they can be colored ... this all crashes and burns and itr back to my other games if they can't. And no, FACTORIO doesn't allow coloring ... but you control IN/OUT with your belt design, and you know if you're out of product because the belt is empty! | 2023-09-19 07:05:47 | |
| 2480 | 😀 | Suggestion | Porch Piracy Prevention: Option to assign a component request to a empty component socket, such that it is instantly installed after delivery to prevent neighboring buildings/bots with same kind of component requests from immediatly "stealing" | 2023-09-19 06:03:04 | |
| 2479 | 😟 | General | I had a couple thousand foundation constructions queued on my aggressive mode world with my brother. Those constructions made me get a worse attack than he did. He is more advanced in the tech tree and even has more buildings and units than me. I got rid of the queue and it wasnt nearly as bad the next attack. | 2023-09-19 05:38:30 | |
| 2478 | 😠 | General | It's frustrating when I tell a bot to mine something specific and take it to a certain warehouse, but then I watch it go around picking up everything else. | 2023-09-19 00:36:53 | |
| 2477 | 😀 | Bug | Not sure what happened here, but some miners are not recognizing the silica sand in front of them as silica sand. | 2023-09-18 21:50:54 | |
| 2476 | 😟 | Bug | Command centers built by the player cannot be deployed. | 2023-09-18 20:10:40 | |
| 2475 | 🙂 | Suggestion | Having a sort feature on the Units window would come in handy a great deal. New Icon: Sort>Name, Distance from camera, etc. -Ty. | 2023-09-18 19:04:53 | |
| 2474 | 😟 | Suggestion | I would like an option to drag windows around the screen. Like, for example, shift- left click on an open window could let people that use the enlarged UI scaling to see the stop of the window. Currently, I am having issues reading the windows. I had to revert to the normal scaling, and my eyes are strained when trying to read the small icons. -Thank you. | 2023-09-18 18:32:29 | |
| 2473 | 🙂 | General | asdas | 2023-09-18 14:51:37 | |
| 2472 | 😠 | Bug | 1 is larger than infinite, breaks compare number, max, min, etc | 2023-09-18 14:46:06 | |
| 2471 | 🙂 | General | Destroying buildings could be easier. | 2023-09-18 14:13:26 | |
| 2470 | 😟 | General | I would like some way to delete bots and items, without leaving the clutter. I have small power fields I do not want now that I can make medium ones, and I don't want to keep all my outdated bots. Please let me incinerate them! | 2023-09-18 11:33:08 | |
| 2469 | 🙂 | Suggestion | I would love some programming option which lets me get missing items from a factory with an active recipe. I would like to have my robotics assembler tell my assembler to make the internals that my bot blueprint needs. | 2023-09-18 11:28:51 | |
| 2468 | 😀 | General | S | 2023-09-18 06:43:18 | |
| 2467 | 😀 | General | Can we get Drop Off Items to reserve the destination slots once it's initiated. Pick Up Items should also reserve the current contents of the source. When multiple bots are checking quantities and then performing one of those actions, they are not mutually exclusive so they go to the same location for the same resources or to drop off into the same slots. | 2023-09-18 01:50:19 | |
| 2466 | 🙂 | General | Context: I'm trying to do an automation challenge for myself using the Custom Start mod to give the CC a behavior controller and a few other mods for missing instructions. 2 bugs (or unexpected behaviours) in behaviour instructions: 1. The "Loop research" instruction (data/instructions.lua:527) says "perform code for all researchable tech", but it loops over unresearchable tech. Initially (when no research has been completed at all) it iterates the 3 basic researches. After completing the first research ("Basic Signals"), looping again it first lists "Behaviors" which depends on "Basic Structures" for the reinforced plate but this tech is still locked (not present in the codex or in the Assembler build menu) so "Behaviors" is not a researchable tech at that point. Possible solutions are: - not listing the unresearchable tech (by checking whether the ingredients are unlocked) - changing the order of the iterated researches to 'simplest first' - allowing a research to be stored in a behaviour parameter or variable so the behaviour can order them itself I tried to work around this using "Get Research ingredients" from the "Auto utilities" mod and using the built-in "Can produce" instruction, however: 2. The "Can produce" instruction (data/instructions.lua:2808) does not take research / unlocked items into account. It returns true even though the item is not producable because the required research is still locked. When asking "Can produce" about "reinforced plate", it only checks if the unit has a producer for the recipe. Since the recipe requires an assembler and the unit has one, it says "yes" even though the item cannot be produced. Possible solution: - check whether item is unlocked like the "Unlocked items" in the codex does. | 2023-09-18 00:59:15 | |
| 2465 | 😟 | General | Not a fan of the mini puzzles. | 2023-09-18 00:53:24 | |
| 2464 | 😠 | Bug | Unable to send blight plasma up to Mothership | 2023-09-17 22:16:13 | |
| 2463 | 😟 | Suggestion | When a networked bot has the option of delivering items unchecked, previously, they used to only deliever items when the player manually told them to. That was perfect. Now they don't do anything and wait for another bot to come from across the base to move an item from then unchecked delivery bot 2 spaces away to the destination. Can we please revert this change? | 2023-09-17 20:02:07 | |
| 2462 | 😟 | General | Better explanation for logistics needed. The game doesn't say anywhere if turning off some of the options like Spply items, deliver etc. disables also drones, or other forms or transport. The lack of explanation is my biggest complaint about the game. | 2023-09-17 19:58:47 | |
| 2461 | 😀 | Suggestion | It would be nice if there is a bunch of bots mining, say metal ore, that I could then double click on only 1 bot and all of the bots mining the same thing would then be selected (so I can quickly move them in the case of a bug attack) | 2023-09-17 19:55:34 | |
| 2460 | 😀 | Bug | This bot collects metal bars and drops them off based on a behavior and signals. His logistics are turned off as in the screen shot. However, he also moonlights dropping off metal bars to construction sites for some reason even though he's not part of the logistics network. This causes serious issues with his main job. This seems like a bug. | 2023-09-17 19:41:18 | |
| 2459 | 😠 | Bug | Selecting a building for construction in the behaviours is impossible if you have a very long list. | 2023-09-17 17:35:41 | |
| 2458 | 🙂 | Bug | Unable to collect from a medium or small blight container using the 'pick up items' behaviour when the container is on a building. Works fine when the container is on a bot | 2023-09-17 15:34:20 | |
| 2457 | 😟 | Suggestion | Allow the small drone to be controlled from the drone building. E.g. which channel they are on, and what they do. Right now, it's very finicky/impossible. | 2023-09-17 13:32:29 | |
| 2456 | 😟 | General | 最后的产物生产需要有点太多了,特别是引擎,速度还不如探索来的快 | 2023-09-17 12:49:17 | |
| 2455 | 😟 | Bug | Copying a building with drones will ignore the drones. The copy should also copy the drones. (And as I mentioned in previous feedback, the drones are impossible to add to a building with portable transporter. | 2023-09-17 12:14:40 | |
| 2454 | 😟 | General | The robot guide doesn't explain what the storms are. I don't know what they do. They seem to have no effect as far as I can tell. The robot guide needs to explain this. | 2023-09-17 12:12:21 | |
| 2453 | 😟 | General | There needs to be a reliable way to delete buildings. You can create a destroy bot. Except items from the building will end in its inventory, which gets full, and then on the ground. Bots can't use items on the ground. So you have to create a cleanup bot. Except the cleanup bot can't be programmed to scan just the base (as far as I know) - it can either scan its short surroundings, or Scout but that gets it out of the base to enemy territory. And the items the cleanup bot picks up can be offloaded into a building, but other bots will not use these extra items with priority - so the more buildings you destroy, the more extra items that will not be used (except randomly) you will have and your storage for excess items will get full. | 2023-09-17 11:46:13 |