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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2037 | 🙂 | Suggestion | I would make the resimulator have pruduction selection the same as normal buildings, but hide the imputs untill found. Possibly from salvaging a werck or exploration. It's never unclear how to use it currently. | 2023-09-03 21:19:38 | |
| 2036 | 🙂 | Bug | Using the Deployer to pick up an explorable not only changes the required material to a transformer to finish exploring, it also resets an fully explored explorable allowing you to explore again and add a new transformer | 2023-09-03 21:14:06 | |
| 2035 | 😟 | Bug | Loop Entities (Range) is unclear on how to use. Most of the time I can only get it to return the same entity when I expect it to change to another entity not already selected. I can occationally get it to change entities, but I am not sure how and changing anything results in always gettting the same entitie until the recursion limit is hit. | 2023-09-03 21:13:28 | |
| 2034 | 😟 | General | Blight Plasma requires an absurd amount of resources. Blight Extracters need to be speed up and Blight Chunk Crystals need to be more frequent. Or change the recipie for Blight Plasma. | 2023-09-03 21:01:28 | |
| 2033 | 😀 | Bug | Addidion to id 2029, 2030: New screenshot (hit points bar is one square down) | 2023-09-03 20:18:37 | |
| 2032 | 😀 | Suggestion | adding to suggestion 2031 #8 I would like a unit producing building to have a rally point #9 when a group of units are opend in the left side of the screen the mouse scroll doesnt move the vieuw to the left #10 Colour coded option for shields (like the light) to set appart units in a group sorry I forgot | 2023-09-03 20:11:34 | |
| 2031 | 😀 | Suggestion | Some quality of life suggestions: #1 enemy health bars red. #2 repair component should not stop the unit its equiped onto. #3 scout function in behaviours should be (async) so the radr keep scanning ( or another option next to existing one.. #4 a function to order a unit to move away/ move out of range in behaviours #5 random number generator in behaviours #6 I would like to recycle unused components back into materials and parts when surplus or better tech is researched ( or I havnt found the function/building yet.. not sure) #7 when turning laterite into steel and silicon sand I would like the production to continue if either of them has a full inventory ( so it keeps producing the one that still has room to produce more items) Thanks in advance! Absolutely love the game! | 2023-09-03 19:54:32 | |
| 2030 | 😀 | Bug | Enemy bug hit points bar is not shown just below the bug graphic, but a little far (same as ID 2029, added screenshot) | 2023-09-03 19:38:50 | |
| 2029 | 😀 | Bug | Enemy bug hit points bar is not shown near bug graphic | 2023-09-03 19:34:05 | |
| 2028 | 🙂 | General | Drones don't update their logistics network assignment when the unit carrying the drone port switches/adds networks. To update them they need to be repacked and unpacked. | 2023-09-03 18:35:10 | |
| 2027 | 😀 | Suggestion | Great game. Awesome mechanics. Super polished. Hardly could be considered Early Access. However, the soundtrack needs more variety. | 2023-09-03 18:12:21 | |
| 2026 | 😟 | General | Can something be done about teh orange lines that show up in the minimap where foundation has been laid | 2023-09-03 17:51:24 | |
| 2025 | 😟 | General | Hello, das "Bildschirm scrollen" mit der Maus funktioniert nicht, wenn diverse Einheiten (durch vorheriges anklicken am linken Bildschirmrand angezeigt) den Bereich verdecken, welchen die Maus sonst am Bildschirmrand berührt ! | 2023-09-03 17:44:00 | |
| 2024 | 🙂 | General | The new infinite resources from the large nodes are quite nice in the early to mid game, but at some point they start getting in the way of expanding the factory. Requireing you to instead build around them. The same goes for regular resource patches at this point, requiring you to disable the mining of the infinite patches in order to clear the regular ones at the edges of your factory. I would like to see a component that you can use to completely remove an ore node (without mining it). Attatched is a save game displaying both issues, with one of the laterite nodes being so close to the storage factory grid cell that it would cause inefficient pathing to place all the miners, a power pole getting placed in the crystal miner setup, and requiring me to turn off the infinite metal miners to clear a patch on the left, already using two big storage facilities as a buffer. | 2023-09-03 17:20:32 | |
| 2023 | 😀 | Bug | I zoomed out into space and lost control of my view, still a great game Im enjoying it a lot! | 2023-09-03 14:59:39 | |
| 2022 | 😀 | Suggestion | Dedicated server would be amazing | 2023-09-03 14:30:09 | |
| 2021 | 😀 | General | I really don't want to report this because I can exploit it...but construction can be placed in blight before any research is done just watch the bot on the save and look and my lack of research tree | 2023-09-03 14:12:45 | |
| 2020 | 😟 | Bug | Using the Request order to install modules (Internal, Small etc.) into several new buildings at a time causes the logistics network to drop the items into the building inventory. Not a big issue on its own, but then the logistics bots move the requested items from buildings with finished requests to those with unfinished requests, so only a handful of buildings in a large expansion block actually receive equipment, even if all the requested items are available in the network before the order is issued. | 2023-09-03 13:22:41 | |
| 2019 | 🙂 | General | The side panel on the right that displays things like the Library, Codex, Control Center, etc. currently closes automatically whenever the game loses focus. Please either disable this behavior or, at least, create a user preference setting that controls it. | 2023-09-03 13:08:10 | |
| 2018 | 😟 | Bug | The bot cannot automatically put components for construction. A building nearby requires: 1. printed circuit board 2. metal plate 3. two miners. All this is available in the bot's inventory. The program automatically detects what is needed and tries to deliver it to the construction site. The metal plate and the printed circuit board are successfully read and installed. But two miners are only being read - it is not possible to place them | 2023-09-03 12:47:01 | |
| 2017 | 😠 | General | My miner bots start doing random fucking shit wtf how do i stop this shit plz help i dont understand AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH | 2023-09-03 12:29:43 | |
| 2016 | 😟 | Suggestion | Ordering to mine using behaviour only uses one component even if two are equipped on a twinbot, can be worked around using registers but seems like the default behaviour should be to mine with both | 2023-09-03 12:20:46 | |
| 2015 | 😟 | Bug | I have a building that seems to lock all it's contents for an external logistics order no matter if it is actually connected to the logistics network. It's normally on network 2, and have the item transporter only option on. It's one of the buildings that move things to the reinforced plate factory. | 2023-09-03 11:50:34 | |
| 2014 | 😟 | Suggestion | Would be great to be able to set instructions directly on behaviour controllers so their inputs and outputs become params I can interact with right there on the bot to experiment with how the instructions work, having to open up the editor and wire up something just to figure out how it works leads to too much assuming how things work or ignoring automations because the barrier to entry is higher than needed | 2023-09-03 10:00:18 | |
| 2013 | 😠 | Suggestion | look at this highground,my ground robot can't go on . my automatic collection program has been stuck for a long time as a result. | 2023-09-03 10:00:09 | |
| 2012 | 😠 | General | second start with no visible crystal deposits | 2023-09-03 05:47:24 | |
| 2011 | 🙂 | Suggestion | The tutorial could use more depth aas to where to continue from this point just finishing it. I'd also really like an indepth tutorial about programming bots which guide you through making a few basic setups | 2023-09-03 05:09:07 | |
| 2010 | 😀 | Bug | Pick Up / Drop off items won't work with a variable (a) to define the quantity and the resource Script at bottom of this note: I calculate whether a bot that is picking up two resources from two locations, needs to visit one location based on the quantity it has in it's inventory. The result of say it having 140 Crystal goes into variable 'A'. I check if it has 140 crystal, if it has this amount or more, it doesn't visit the store location, it does the same for silicon sand, for 60. The result of these calculations is the amount it should pick up to fill it's inventory with the quantity I need. https://imgur.com/6tHJClz When I pick up I have the option of saying pick up 140 Crystal. But I can not say Pick up 'A' amount of crystal, The dialog enables picking up Item/Amount - when I choose crystal I can type in a constant amount. But in that field I can not say I need amount 'A' of Crystal. https://imgur.com/RBn2ifA Reading the Variable 'A' does not hold both a resource type and the quantity, only the quantity. The script is setup to require that I lock entries in a bot to the specific amount I want and even though I know exactly how many I want, I have to ask for the full quantity to fill the locked fields. I'd like to make scripts that do not require the tedium of locking fields in bots. Actually I have a long list of wants, but for now I'll focus on one item at a time. DSCIo2fBsyW0tMgiX35jM9606AyV82N883Q0mrJ0g1hCeoc0UK96Z0EkTKV3xonw43zoQP21WqwbC3SbXmO2pLssN1o1e6w4gf6OB3VK8Rj0ue9LY0cpxaY0W8l5z05qYEM1NXdST3Ubn5S2h8FK03wtKWz4FbZBx2Jabjl1UE4YK1ByaYl1SUziW4MVB0g3xFvFf2hnslO3WFyfs1KMUOk2wdFHS3ciL8u0vOJ5b41LQIB4UKNY94QDDBB4BYIL93UOHkx47sBtf15F3J619EhHG4Wd45j12IDQv0kvWtO2bxJJr2MOPdp4EUpbu3nXylG2F8GD40anr1e1yh8tU39F4HS4bYKWF1Cr3hf3l7eUk0bOHY71PrAsA0yht012tQXmi48BN5y0eH7ja0opxLX1i1Jcx2cU7z63rj0jh29qfKr1C18kR0wU93j28CnTq2XrsE43r21KO3p5oCG1Pm20J08q7y21MFACu48lYQY4eMX | 2023-09-03 04:30:10 | |
| 2009 | 😀 | Suggestion | Can there be the concept of an array, and get first, get next ? I tend to have scripts that do the same thing for say 10 resources. They look like ten concatenated pieces of code with only the resource type changing. Can't we have an array that enables me to load resources and another to load quantities, or a matrix to load {"Crystal", 100}, {"Sand", 60}, .... So I can loop through this list requesting the resource and quantity that the bot or storage chest needs ? https://imgur.com/TWba1L6 I'd also like to store buildings in an array so I can have one bot pick up sand and deliver to ten locations, or say pick up sand, crystal, metal bars, metal plates and deliver them to 1 or 4 locations. I am using all four of the signal, visual, store and goto to for 3 to 1 or 1 to 3, but it would be better to have either variables that can be defined as both a number or a resource and the language to enable you to put them in separately. | 2023-09-03 04:29:26 | |
| 2008 | 😠 | Bug | Recent patch notes seem to (as far as I can tell, bit poorly written) say I can now copy a behaviour from my library to a selection of units, this would be awesome as I often update code and have to copy it to many machines which sucks having to either copy paste and wipe/redo their input params or edit each behaviour and load the new version from the library one at a time so I REALLY want this feature to work but i cannot find any way to actually do it, nothing I have tried works! | 2023-09-03 02:13:32 | |
| 2007 | 🙂 | General | It would be nice to have filters (other than search) in the bot overview sceen. E.g. a filter to quickly see all twin frame bots. | 2023-09-03 02:01:05 | |
| 2006 | 😟 | Bug | Virus Protection Milestone does not complete after making your first two virus protection modules (It does seem to complete later, based on my first playthrough.) | 2023-09-03 00:48:50 | |
| 2005 | 🙂 | Suggestion | hi guys ! great game ! if i can make a suggestion, we cant move the camera to the left with our mouse if we have too many items/robots/buildings selected i have to type the left key on my keyboard or to find a little space on the screen left's (under the last robot selected on the photo) to be able to scroll left. i m not sure if its something u wanted or not, but i think it will better if we can scroll as we need. il n'est pas possible de faire bouger l'ecran sur la gauche si on a trop d'items selectionné, on est obligé de mettre le curseur de la souris sous la liste d'item selectionné pour pouvoir faire bouger la camera sur la gauche, c'est assez frustrant. | 2023-09-03 00:44:21 | |
| 2004 | 😟 | General | Moving drones around is much more difficult than it needs to be. Please allow us to place drone packages directly into drone ports without having to go into building inventory first. Along similar lines, trying to move a mining drone from one building to another is near impossible when it refuses to dock despite being disconnected from the network and having no mining target. I had to spend 3+ minutes playing can I pause the game at the exact split second the drone docks to finally get it moved. | 2023-09-03 00:04:16 | |
| 2003 | 🙂 | Bug | Hello If you use the Blight Magnifier near a node that has an infinate chunk then the Inf chunk loops round to negative (see screenshot) | 2023-09-02 23:56:06 | |
| 2002 | 😟 | General | Hi. I have nearly filled up the mothership with excess items - I only have one slot left. I checked on the discord, and it appears there is no way to clear the slots, and we should use this feedback. Is there anything I can do to clear the slots? | 2023-09-02 22:40:38 | |
| 2001 | 😟 | General | When selecting "Select Building" under "Place Construction", if there are too many Blueprints, the Blueprints will be out of the screen and the desired Blueprints cannot be selected. | 2023-09-02 22:40:13 | |
| 2000 | 😀 | General | The ability to make notes in game would be cool. | 2023-09-02 22:33:32 | |
| 1999 | 😠 | Bug | Producing negative power when supplying Producing positive power when charging Expected When charging, the capacitor/battery should appear on the consumption side, or show a negative producing value (since it is consuming, not producing) When supplying, the capacitor/battery should appear on the producing side, or show a positive producing value (since it is supplying power to the power network) Actual Displayed behavior is inverse of expected behavior | 2023-09-02 22:32:12 | |
| 1998 | 🙂 | General | Good evening, this was probably already mentioned: It would be nice to have a better way to differenciate between "main" behaviours and "subroutines". | 2023-09-02 22:29:11 | |
| 1997 | 😟 | General | Hi, I'm trying to do a "request" behaviour on one of my storages (similiar to the "request item"-functionality ingame). The goal is to request items (P1) when they fall below a certain threshold (P2). The behaviour is used as a subroutine , so it can be used for more than one item. The storage has the requested items locked in its inventory and the behaviour control . The behaviour is going through the "request" step, but unfortunately nothing is happening. I have a storage with the requested items, that is connected to the logistics network and is transferring items to bots, but that's it, nothing is going to the "requesting" storage. Could it be that the "request" function is not working the same as the "request item" on every entity in the game ? Thanks in advance | 2023-09-02 22:25:39 | |
| 1996 | 🙂 | Suggestion | Allow alternate recipes especially for say making the medium power fields from the small power fields | 2023-09-02 22:02:31 | |
| 1995 | 😟 | Bug | No orders are being complete anymore. Whatever I do, bots are no longer doing orders. | 2023-09-02 20:50:44 | |
| 1994 | 🙂 | Suggestion | It would be nice to be able to supply (only) to channel X and request (only) from channel Y | 2023-09-02 20:11:54 | |
| 1993 | 🙂 | Suggestion | Make the buildings movable or at least have something in the tutorial to show how they can be moved please. | 2023-09-02 18:52:27 | |
| 1992 | 🙂 | Suggestion | Would love to be able to copy/paste blueprints of sets of buildings. | 2023-09-02 18:43:52 | |
| 1991 | 😟 | Suggestion | I am enjoying this game so much but one little issue i have is, PLEASE add a way to mas remove blueprints where is something is places wrong, wither through pressing delete, having to go one by one and abort construction is extremly time consuming and takes away from such a great game | 2023-09-02 18:12:52 | |
| 1990 | 😀 | Bug | Somehow these bugs got the virus. No idea how, I couldn't repeat it. I'm assuming this is a bug? | 2023-09-02 18:07:02 | |
| 1989 | 😟 | Bug | The Pick Up Items function description doesn't match what it actually does. The description indicates that, if a quantity of items is specified, it will pick up that quantity of items. What it actually does is subtract out the count of current inventory and then pick up whatever difference is left. While this is consistent with the Request Items behavior, the function fundamentally fails to do what it says it will. In my opinion, it should do what it says it will do and allow us to do math as necessary to get the result it currently provides. | 2023-09-02 18:01:56 | |
| 1988 | 😟 | Bug | When the following code snippet executes, Read Signal returns 50 Circuit boards, Faction Item Amount returns 20 circuit boards and subracting 20 from 50 returns 30. Not 30 circuit boards, just 30. I can't find any way to convert that 30 into an order I can give to an assembler to make that many circuit boards. Am I missing something? Why did I lose the item in the divide operator? | 2023-09-02 17:52:41 |