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IDRatingCategoryDescriptionScreenshotDate
5826😟BugClicking on miner bot doesn't progress tutorial 2025-11-17 23:42:31
5825🙂Bugwhen adding new parameter and then sliding it in betteen existing ones, the LINK does not automatically update and insted stays where the slot of the original was even if now there is a different one, insted of the link being where the parameter it was linked with is. Aka red link is how it looked like when i closed the programing and the green link is how it should have looked.2025-11-17 22:32:37
5824😟BugHigh priority does not work. The bots are auto locking the 1st item as well as everything else to be visible. But when i create a new bot, that new bot will pick up the 1st order despite it NOT being priority, and the bots who are idle, have the item as locked, and, via programing, become high priority, don't do anything because it's the closes insted of priority. On the same ideea, even if i build something and mark high priority, most items will still be delivered to other buildings insted insted of delivery to the high priority. 2025-11-16 17:47:15
5823😠Suggestion 2025-11-16 16:42:05
5822😠Suggestionwhy are we or does not an option exist, to start at 00 00??? i keep wasting time because i generate good maps but when starting, the 00 00 location is not avalable due to terran or other none sense2025-11-16 16:42:04
5821🙂GeneralMission Human Discovery

I am trying to complete the quest to find Human Research labs.
I have interacted and fully solved many of them but the quest is not getting updated.
 2025-11-16 15:29:07
5820😀SuggestionI asked before will ask again: please add tick boxes to prevent enemy drop, including base, and if the infinite resources is on, please add an option to remove the small, medium, and scattered ones since they are just in the way. the whole point is to reduce the need to manage resouces. You know what, i actually realised something, the no small, medium and scattered should be it's own tick box. Why? i would love to play with max richness insted of infinite but thoes little one are serioslly getting on my nerve and there is another major issue: unless the biom and plateau is balanced, there resources won't be balanced so high definice.... heavence sake, yes, i forgot, this was exactly why i chosen to play infinite, because i wanted more free space. Why? because i can't stand that plateaus and similar are in my way. So again, please add teraforming, please add a REAL flat (aka even if plateau as a biom exist it's flat, no evelation, no wind bonus, why? due to OCD, everything flat, something is curved? trigger!!!! and yes, this is why OCD is not healthy). BTW i don't know what it's up with the season thing but here are some suggestions: summer days are longer, winder days are sorter. Winter batery (not energy production) will drain faster (cold affect bateries). Ahhhh, regarding my original request, please remove thoes silica trees, i mean, tick box for it, they seriosly get on my nerve because they are so random, in the way, need to get destoryed or mined, it's very iritating!!! Also please add an option to path the base via foundation. And lastly, the thing i keep asking: please make it so that the bots can pass through each other. This game is suffering massively because the bots are blocking each other, can't get to areas if someone else is blocking them. Ah yes, an i forgot. A new button for bots, aka a parking. It's really just a tick box type of on off. It's very similar to home but insted of making the home busy to use the beacon (aka go to the nearest beacon) if they are damaged, no power, infected, and really any other stuff if you just add to the beacon a new little option to create a filter. Aka there is no filter for damaged units? even if a unit get's damaged, they won't move. And of course, even if the beacon with the damage exist, units who don't have this option on won't move. And no, please don't complicate stuff, because yes, it would be amazing to have bots that have full inventory go there except why? no need to complicate stuff because this new buton is for bots, if it's on, imedieatly stop what they are doing, go to the nearest beacon that match the condition, and stay there until the condition is fixed. So exemples of such filters: not full health (again, don't complicate with little damage, sever, so on, program exist for that, this is just QoL for hassle, no think, solutons), not full battery (this means no more bots delivering something and got stuck outsite the logistic for whatever reason), idle...yep, no more idle bots. Path blocked (a lot of times the bots who can NOT pass each other block each other ways but this Am i blocked, is not recheck so they just stay there, blocked, even if nothing is blocking them...), virus, Waiting for request or parts (again, that is all, no need for what, it's really just to have them move out. You don't want such function? don't create a beacon with this function) and i am sure i miss a few but ideea is to keep it simple. Icons and such. keep it simple simple simple. Also, is it possible to create a Lower then, or larger then, for the radar? as in, i want to mine non infinite resources via moving bots, well that is the ideea, for them to go only for the non infinite. Also a new function "unocupied" miner (please note this is strickly for mining resources). What does that mean? it means it looks at resources that have at least 1 tile unoccupied by bots. As an exemple the filter can be: no unit, mine... currently this will just show the minable itself but with this 3rd filter, it will check if the there is at least 1 space empty, for this unit to go there and start mining without getting blocked. This of course is exclusive for bots but dose not matter since this is a suggestion for QoL and not how to make buildings and bots do the exact same thing. Plus, the buildings care do the radar part and it's really just the bots who need to recive the instruction to mine. For scout movement, move away, move, so on, 1st of all, can they all be combined and just be a drop list what to do? please add for moving at exact location (aka unit and coor need to be exact), near it, away from it. Please add a tick box: wait till arrive at destination, aka no more jumping for next instruction despite not being there because the check for movement is very tricky. And for all of them, tick list, like, move towards home (vs moving randomly in enemy base...), avoid blight (if tick box is on), avoid plateaus  2025-11-16 00:52:47
5819😟GeneralI've been trying to make the automation scripting work but I CANNOT figure out how to do it, because the debug to log action doesn't seem to be doing anything and also I can't tell what is inside a variable during execution. The icon of an item doesn't tell me anything. Specifically I've been trying to make a drone pick up a resource/item that it is close to (from the ground), but even though there's a get location function I have no clue how to use it cus I dont know what my other functions are actually returning, YOU NEED to give players more tools to tell what the fuck is going on while they're running a script. 2025-11-15 17:12:58
5818🙂BugUnit is tured off but it moves to give the small power extension

I scaned some ruins, needed green chip. But because they are not ready and the bot wanted to leave, i turned it off. But it found a small logistic extesion so i build it. It was not automatically picked so i draged it from the unit's inventory to the construction. And next moment, the powered down unit starts moving, it goes very slowly but it moves despite being powered off. Also i did notice in a previous save that occasionally units that are powered off moved
2025-11-15 16:12:58
5817🙂GeneralПри строительстве в редакторе блока не хватает кнопки "сохранить шаблон". Это очень помогло бы, так как заметил что часто собираю один и тот же шаблон.
---
During construction, the "save template" button is missing in the block editor. It would help a lot, as I noticed that I often collect the same template.
 2025-11-15 04:34:45
5816😟Bugi used this to find non infinite resources to destroy them (btw infinite are 0, why?) but as seen in screenshot, the crystal chunch is NOT reciving the value. Normally this should add the value aka the 25, but nothing happens.2025-11-14 23:55:37
5815😟Suggestioni think you get the ideea what i try to do here. The suggestion is add for the loop the value for the resources via more, less, any. Why? because on infinite resource maps it's a massive waste of time to clear out the non infinite to make space for the miners, so this could make it automatically.

Plus there is tehnology to make resources infinite, no? well once again, the loop resource would be perfect if a filter existed with ideeas like less then or more then and the extra steps are not needed
2025-11-14 20:30:58
5814😀Suggestionhello regarding the signal Reciver (yes, i just now realised i screenshoted the transmitter, sorry), the item, is there a way to add 2 more slots? why or for what: so that units can read up to 3 radio bands. Why is this important? it's not important it's just a freaking quality of life stuff. How will it work since they can't all work at the same time. Well that is actually the ideea. A priority system. You see how the radar has 1 2 3? if the radio reciver has the same, it will essentially work like a loop: it will read what is on nr 1 while ignoreing 2 and 3. Only when there is nothing on nr1 it will give the result from number 2, copy paste for 3. And like this we can futher automazise the bots.2025-11-14 20:05:12
5813😠Bugcan you please add better drop box? i never understand, is the sync supposed to arrive exactly at the location? or is it sposed to work for x seconds then next? can the drop box be extremly simple, NO dictionary needed simple: go next to (target), go exactly on coord (give error if no coordanance found so we can tell if we do somethign wrong, aka the coor and the unit need to mach perfectly), and a tick box saying wait till arrive, meaning that if it's not on, the chain will continue, if it's on, it's a WAIT function. it's so annoying how it's right now. I neeed to create programs because the programing are not good???? Here is an ideea, why are program not very very very good but locked behind research if they are to good or something like this. Honestly, i don't know why you would even want to do this because people will LOVE to play this game if from the START of the game we can use quality program and they are not locked behind a research or lecture or video explaining or search online for a blueprint or other issues. Make the program be very very user friendly so that even a child can use them without any promps or tutorial. they need tutorial? you'll lose most of your players because most people will never bother and only few of us will continue until we figure it out. Move is one of the basic stuff. Yet i need to pause the game to figure out how to use this set up? sorry that is not quality when the bots work better on their own and we need to create chains to do something else. In the time i waste programing this i can just create manually a very superficial thing of storage empting something or units to follow2025-11-14 19:29:49
5812🙂Suggestioni been watching this bot for a minute. Something very interesting with regards to move away (it has radar to find enemies and move away from them) this move away works as if it's a scout. as in this bot circles the base, all the new lines of where it goes are L like shaped but with the second branch being away from the base. I will conclude that this is essentially using the scout "random" movement, but honestly, please change it to use "home base" as a "random" destination because move away? the only time it matters is if it's again enemys, and i do not know how many times some of my bots got destroyed because due to the move away, going randomly AWAY from the base, they essentially when into their death, RIP. So yeah, as far as i am aware, move away works perfectly for the 1st line (i am talking about the screenshoot, the movement lines, as i said, it's always 2 lines), but the brance, as in the second line, should be directed more towards the home base insted of away. And yes, we can add move to home,that is what i will do, it's just that this is a suggestion to double check that code because it's more handy if the move away's 2nd, aka random, direction, will point towards home.2025-11-14 17:18:45
5811😟Suggestionterraforming, let us destroy the rocks as well as the cliffs via lasers and other stuff2025-11-14 14:31:44
5810😠SuggestionI'm very suprised my scout can't path find around the blight and that I have to manually maneuver it back home again. That's just so, so tedious! 2025-11-14 00:43:52
5809🙂Bugis this supposed to happen? because all of thoes are the enemy but all of them are shut down due to virus, i did not even do anything2025-11-14 00:08:44
5808🙂BugEdit to my previous bug report ID 5807: I just found that the "Cancell All Orders" actions deleted all my building and bots "Recurring Request (Keep filled up to amount)" settings. This is probably not a bug, but I didn't considered it will delete also the "Recurring Request" orders.2025-11-13 17:26:13
5807😠BugIn some buildings and bots I use "Recurring Request (Keep filled up to amount)" functionality, but after a game exit/reload this setting (Active Requests) is lost in all buildings and bots.2025-11-13 17:16:43
5806😀BugDescritpion:
Teleporters that are given their target with a link teleports their passengers to a semi-random coordiante. So far the coordiate have had a very large y-component, but the x-component of the coordinate does not correspond to the expected one, so that might be a coincidence. When the coordinate is to high the game crashes.

How to reproduce:
Asign the target of a teleporter with any king of link from.
In the save file:
Teleporter 1 and 2 have their tagets given from a behaviour and then linked form an output variable.
Teleporter 3 has its teleporter taget assigned from the Signal slot.
Take TestMcTesty and move him to the other side of the portal link. He is assigned to hot key 1 to be easier to find.

Work around:
Assign the target with
 2025-11-13 15:58:27
5805🙂GeneralDescritpion:
Teleporters that are given their target with a link teleports their passengers to a semi-random coordiante. So far the coordiate have had a very large y-component, but the x-component of the coordinate does not correspond to the expected one, so that might be a coincidence. When the coordinate is to high the game crashes.

How to reproduce:
Asign the target of a teleporter with any king of link from.
In the save file:
Teleporter 1 and 2 have their tagets given from a behaviour and then linked form an output variable.
Teleporter 3 has its teleporter taget assigned from the Signal slot.
Take TestMcTesty and move him to the other side of the portal link. He is assigned to hot key 1 to be easier to find.

Work around:
Assign the target with the [SetToComponent]-behaviour
 2025-11-13 15:57:54
5804😀GeneralHawt. :32025-11-13 01:53:57
5803😟Bugwow, the previous post, i just removed the get location and it fixed the issue??? so get location give you the location that is not good to use as a location for the scout range? And back to the crystal bot.... it took crystals from storage a to storage b only to spot and stare at storage a...... Look, let me suggest a very very very QoL for transport that will make everyone using it happy. Ok? Bot has go to and storage via transport. Has space for more items from storage A (or As if mutiple), yes? the will go and pick them all up until it's full (no more space) or there are no more items to pick up that could fit in storage (like this bot, there is no crystal left in storage, there are some other items but crystal is locked, so no more items it can pick up). Once this is done, the bot SWITCHES OFF the pick up and will switch ON the drop off. Will go to drop off destinations (or mutiple). Here it will empty it's inventory and stay until inventory is empty. Is the inventory now empty? The ON and OFF will now revert. So no more drop off mode, only pick up, so bot will go and pick up everything until it once again can't pick up any more items2025-11-13 00:55:26
5802😟BugNo clue how this is supposed to work. I wanted to avoid the bots blocking each other via using scounting until they find a free spot and start mining. I am not even half done with this program only to have started it without realising as i quikly closed it to looked at enemy during an attack. Got further distracted via repair and other stuff... until i got a notification of damage. This bot, did NOT go randomly at all. It just when straight ahead, 1 single line. And even when i start this program, it does not go around the area, but imideadly start going in a straight line. I will now use the move and such to somehow try to fix this and make it work but seriosly, why in the world is it such a massive chore to make the bots mine like how miners in starcraft are mining? Aka if it's occupied, they automatically go to the nearest and only queue up if there is nowhere else to go. Oh and yes, i do hope the "units can pass through other units" is implemented because this game severly needs that element. The whole game would become next level of QoL if units (not building) can pass through each other2025-11-13 00:48:53
5801🙂BugChanging a frame on an existing building has a silly little bug if the building uses the integrated behavior: it waits forever for an undeliverable component.2025-11-13 00:42:22
5800😠Bugfollow up from the previous one: i added the bot as a storage destination for the storage A (16)....and now the bot does nothing...... nothing. Why? before i put it as a storage destination for Storage A (16), this bot was taking 1 stack of crystal from storage A to storage B now it does nothing despite Storage B still request the crystals... So yeah, a bug where the unit get frozen or what is going on. I honestly don't know what is going on. Honestly i do not get why is it such a massive chore to figure out how to automate the units. The posibility exist but you need to figure out how....well whatever, will "fix" this via setting the bots go to and storage because it looks like that is the only way2025-11-13 00:40:47
5799😠Bugwhat is going on with the transports via bots??? Storage A where crystals are stored by the miners -> Storage B where the crystals are stored for the use of base. i tryed the transport (the icon above logistic) but insted of trasporting a full inventory, it just tanspoirted 1 single stack. Now i did something else, i put storage A and B on channel 3, changed this bot's channel to 3, added a constant request for Storage B....but still just 1 item at a time..... why? Why? Why? There is a reuqest of over 300 crystal (storage 16) but only 1 stack is taken.... Do you know why i don't use the program? lack of frexibility, as in i need to change the storage in the program each time. The pick up is ok via the can't fit anymore but drop off? it drops the items on the ground if no space... ah yes, i also need to add another program to verify if the storage has space for the items, then to have it drop off, also do the same with every last item..... yeah dropping them on the floor seems a very fast way. You know why? because you made a joke. You created a freaking joke. Do you understand i can just pick up all the items, drop them off into a random empty location, have the pick up bots pick them up and then, via send to shared storage, organise the items faster, better, automatically, and stress free... I really hope that the bots taking just 1 stack is just a bug because this transport should pick up everything, like how the bots from bots work. Ah yes, now i get, i need to put the storage to have the bot unit also as a storage just so that all items, hopefully, get picked up by the bot. Why are bots not filling up their inventory? If we want 1 item per bot we can use the runners or add locks. So many times i build something, and the bots bring each 1 single items insted of 1 bot briging a stack of said items, and if space, a stack of another item that is needed as material. Please adress this issue because this is not working out2025-11-13 00:36:08
5798😠SuggestionSelbst wenn geräte vom Virus betroffen sind sollte der Forschungsfortschritt nicht komplett zurück gesetzt werden... ich konnte nicht mal den Antivirus erforschen 2025-11-13 00:15:07
5797😟Suggestioncan you please add a different sound when units take damage or what when going through blight? because it gave me a jump that enemies attack but nothing until i realised this is happening. BTW: when buildings are destroyed they leave a constructuble behind. Why can't we have the same for walls and gates....and the fondry since one of the bugs loves to remove it....2025-11-13 00:04:34
5796😟Bugif a 8 storage changes via change frame into a 16 2 issues occure: the I extra slot is NOT locked, or fix as you call it. aka the 8 locked slots go to 16 but not the extra I. The other one: if the running beheviour is OFF (exist beheviour), after the upgrade, game will ask for an integrated beheviour as seen in the picture2025-11-12 22:32:09
5795🙂Bugthe buildings are not being built until they have a path to it with nothing obstructing them just no path to get to them 2025-11-12 22:25:57
5794😟GeneralPathfinding doesn't really seem to use roads. If these dark tiles are really 2x speed boost, then basically all these paths shown should be using them.2025-11-12 22:22:22
5793🙂BugEfficiency shown on the selected unit shows 71%, but it's only <1% 2025-11-12 21:53:15
5792🙂SuggestionHello. Any way to turn off enemy drops? there is so much. just so much. Also, i don't get why the silica tree exist? So let me rephare the suggestion: is it possible to add a tick button to disable scaterred resources? I don't enjoy when bots who are miner are stuck because they found a pick up mineral and i did not set the filter due to other filters needed. I do not enjoy that some of my bots get destroyed because of collecting sillica. I do not enjoy the trees that show up randomly (ok, this ones i can actually just destroy). And well, with a tick box, i could turn all this off without removing what exist aka each to their own. BTW, any possibility, regadless if infinite or normal, to add yet another tick box. This tick box removes all resources except for the massive ones, thoes large ones, the one that if infinite is on they will become infinite. Because it's just annoying. bots go around blocking each other. Buildings don't block each other but need manually moved. And if playing with infinite then there is absolutly no reason to even have them non infinite ones since there are endless unlimited ones (at least we can destroy them).  2025-11-12 21:33:06
5791🙂GeneralUpgrading a unit (building) with an integrated behavior into another unit (building) while keeping that behavior, leads to the rebuilding being stuck waiting on an integrated behavior controller.

Example: I had a 1x1(1S) with a fabricator and an integrated behavior. Editing this to change the platform to a 1x1(2S) and adding a second fabricator caused the building to go into construction again. Completing the upgraded building required removing the behavior.

I'd expect the integrated behaviour controller to 'stay' in the upgraded building.
 2025-11-12 20:05:22
5790😟GeneralHi,
my bots get stuck at the cliff while trying to find the route to the main base after they delivered resources to build the outpost. They found route to the outpost from main base but can not find route back (from outpost to main base).
2025-11-12 17:25:37
5789😟SuggestionThe sync between Library (this game) and Favorites (across games) is slowly getting better. But it's still really rough.

I'm glad we're not getting stuff tossed in one giant "Imported" dir anymore! (I'm still cleaning up my favorites from that mess...)

... but dumping transitively required behaviors in a dir in the Library the first time they're required, rather than the dir in the Favorite they're in: still very confusing.

I pretty much find that the only way I can keep myself sane through all this stuff is to: edit *entirely* in the Favorites system; then remember to explicitly copy stuff to the Library again as soon as I'm done.

In theory, I might like to work for a while in-game and have my Library evolve, and then copy a whole dir in Library back up into Favorites... but this is roughly impossible to do while keeping sane, because even the number of things in each dir gets wildly out of sync during basic operation, since the transitively required behaviors keep ending up in surprise dirs.

Basically you have us doing a huge amount of incredibly manual bi-directional sync, with no version control tools, and not even the option to have a side-by-side view. As programers, you should have some intuition of how rough that is! ;)

At this stage in the game's development, I really love a lot of the gameplay. But the library/favorites sync "minigame" is... A) critical, and B) bad. Please give some more thought here :)
 2025-11-12 11:45:16
5788😠Bug...aaaand (previous submission: 5787), here's the result of the attempted Copy To Library: tada! Blank frame.

No integrated behavior. No component.

This persists no matter how many times I delete that blueprint, recopy it, etc. Copying it repeatedly without deleting it gives me a conflict notice. But still does nothing.

The only thing about this *particular* blueprint that might make it cursed is that it's from another blueprint that I duplicated with the Duplicate button, and then changed the Frame of it. (Maybe there's some uninitialized memory from that?)
2025-11-12 11:36:53
5787😠BugCopy To Library has an alarming number of glitches.

Here, I will try to copy this single building blueprint to the library... (second screenshot will follow)
2025-11-12 11:33:59
5786😟BugI tried to modify the translation using the mod template—translation template you provided, but it didn't take effect.
I don't know what I should check to determine what is preventing the mod from being loaded.
2025-11-12 02:54:29
5785😟Suggestionthis is confusing.... I copied this unit, added it to the libery as a blueprint, selected the building , aka itself as a blueprint, and added +1 for X for the coor i got via self. But as you can see, it's off, that construciton is the same building but it off the Y. By the way, as i was doing this x y self and so on, i was wondering, why can't we get self (or unit) and add that one as a parameter for the place construction? aka for a building to be able to clone itself without needing to save via blueprint.2025-11-12 01:47:13
5784😟GeneralMortako fire well within their minimum range. Targetting a moving unit seems to be key to this happening, but it happens even when a unit is moving from inside their minimum range to another position also inside their minimum range.2025-11-12 01:26:27
5783😟Generalfml why can't I set my weapons to prefer focusing on this new unit type -- Mortako -- that's just reaming me to shreads?2025-11-12 01:17:45
5782😟GeneralBalance struggle. Mortako spawns go from 0 to 60. I saw the first one in a wave about 10 seconds ago, and now there's a dozen.

Their damage is *wild*: they're killing my heavily armored and redundantly-shield buildings in a few hits.

I'm playing on aggressive bugs, so I guess I don't expect it to be easy, but the appearance of these little guys probably just turned my game from "struggle, but possible" to "welp, guess i give up this save", and it did so incredibly quickly. I've got nothing that can outrange them and there's too many other bugs streaming in simultaneously to have a mobile offense that survives. And my thick defensive lines are disappearing in seconds.
2025-11-12 01:05:21
5781😀SuggestionYou see the infinite thing? Can the program that checks how many we have in our logistic be integreted as a turn off? as an exemple, new I part that will automatically do something interesting. So, that item is completly passive and only will use the take the info from the 1st assemble like componand since if we have mutiple we can link them OR they exist to produce missing materials, aka this is why i suggest only the very 1st one, to not avoid making i to "handy" and then making it just complicated to use, plus, that's why programing will kick in, aka when we want some more complex stuff, however this is a complete passive item that will integreate the check how many in logistic. And now comes the part of how to set a limit. Well it's actually very simple. The numbers. Let's say i set something for 1 item to be assembleled, if that item is crafted futher crafts are pause (or the machines turns off? i usually use program to turn machines off until i need more again) BUT due to this new I passive (please add in early game, there are some I like scout and portable radar that don't need to have both of them, especially since we can use radar via programing, so just replace one of them).... sorry got off track, so because of this passive I is attacked, the thing that won't happen is the value of the number produced won't reduce. Another exemple, i set this capacitor to 40. If there are less then 40 it will keep producing until (the storages or mutiple building with assambles) create 40 or more of capacitors. Then, all of them turn off (seriosly, no need to complicate, just have them turn off) until the numbers of capacitor in the logistic is less then 40. Alternative: the passive IS the one where we set the numbers. And the assembles (if correct ones are set) will automatically start. And the bonus of the second ideea is that if we can set the unit to be a bot we copied, aka the PASTE information to be stored there, no blueprint, just the PASTE info (just like how we construct copied units), if said EXACT unit is less then the value, then more are automatically constructed. Aka we can alway resuply the runners without having to many.2025-11-12 00:36:10
5780🙂Bugcant build a copied 3x2 building on a specific spot, but was able to build a blank 3x2
copy the 3x2 on the right and try to build it over the 3x2 on the left
 2025-11-11 23:52:56
5779😀SuggestionIs it possible to add a 5th tab? or well i guess 5 if you put it under? ideea is that it's a moving so that's why i said 5th. but like this it will be 4 up and 4 down. Ideea is very very very simplu: QoL, no more stupid bots dying. They are attacked? they go to this new location. They are out of engergy? they go to this location. They are Idle? they go to this location. As in we do NOT need to program every last thing because of this QoL button will automatically make the bots go there. By default: nearst comand center OR beacon. Actually you know what??? i honestly do not know why can't we use beacons exactly for that? Comand center is something we want to keep clear no? so use beacons. So to make it my suggestion better. All units (not including bots) will start with a "move to beacon" active. And when i say active i mean that if it's inactive they won't move there even if they are taking damage (to HP, not shield). Issues: i mentioned already in another suggestion, please let us PASS units through each other. This game is suffering massively due to stupid bots that are blocking each other. Please remove that bots can block each other because this time i did NOT write units by mistake. I intentionally said BOTS because they are levitating. So the "logic" of why bots can pass each other is because they "levitate" over the other units. Meaning human units or others who don't levitate won't be able to pass each other. Also walls are wall (high) so only flying units can pass them and of course, same logic to other buildings except maybe thoes little 1x1 and storages. But yeah... i guess it's easier to not touch buildings since i imagen all this needs to be programed. So back to the suggestion, on the ideea that bots, aka bots > non bots units because of this, will be able to pass through each other... as in this is EXTREMLY importend... any item delivery bot, when Idler, will go to the beacon. Since it pass through other units (aka none of them needs to move), it will touch the beacons, then, automatically go to the nearest avalable space if there are like let's say 100 units for whatever reason...you know... all idle. And this is the ideea why i said the pass through is needed, because if any of thoes units needs to leave, they will get stuck, but not if they can pass through other (rip non bot units but at least this will add a "yes they really are different). So to finish up, this is an off or on setting. People want to ajust where to go? they can use the program for it. Off: nothing, but does not affect any program. On? there is NO settings, absolutly NO settings. This is a QoL and not programing and we can alway create more beacons if we don't want the bots to go all the way to the other side of the factory where 1 single beacon exist. So on the ideea of NO settings, and idle, damaged or/and out of power unit will move automatically to the nearest becacon. Exemple: i have an unit that collect dropped items like silica sand. It's full, the storage is full, all asssebler and such are full, so it just sits there getting killed by enemies OR start collecting silica during an enemy attack. With this button on, once it's "idle" (full inventories everywhere) it will move to the beacon AND if it start collecting silica during an enemy attack, the moment it takes any damage, it will go to the nearest beacon and it will STAY there untill it's back to full HP. Again, we can just create buildings or units around the beacon for healing. Also, early game we can just turn this setting off to avoid paralasing the bots, and it does not even take that long to unlock repair. And by implementing this, as well as the pass through, i can't see anyone ever saying stupid bots. Heck, this is such a QoL that i can see people not even needing any programing when doing enemy raiding since the bots will atack while shield is up and the moment shield was used up and takes damage, bot will flee to the nearest beacon letting the next wave take over... oh and i hope i made it very clear that I am talking about not needing programing and not OP strategy because what i wrote is one of the most comon programing that i am aware off. And i repeat, this is a QoL exactly because we won't need to program each unit and isnted can make the do other various stuff. Like let's say a scout well scouting, the moment it takes damage, it returns to base, so only the move scout is needed in programing + whatever we gave it to do, and no delays cause by constantly checking if any damage is taken2025-11-11 23:08:37
5778😟GeneralPlease, for the love of whoever being you believe in,

add a routine for miners that are hauling ore to a storage to pick a new adjacent node on return, if the one they had targeted gets mined out by another miner.

Currently, they simply stop moving wherever they are.
 2025-11-11 21:41:30
5777😀GeneralLove the new on-the-fly unit editor!

It's nifty in general, but especially, now being able to specify behaviors right away (without needing to create a whole unit template and save it forever) is huge.
2025-11-11 09:43:33
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