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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 2152 | 😟 | Suggestion | The power transmitters seem to transfer a variable amount of power with no explanation. The game needs to explain the numbers. | 2023-09-07 09:01:05 | |
| 2151 | 🙂 | Bug | Some pathfinding issues here. These miners cannot get off this plateau, they just keep going two tiles back and forth. | 2023-09-07 08:35:30 | |
| 2150 | 😟 | Bug | There is a box of 4by 4 tile blocked without anything visible | 2023-09-07 04:57:03 | |
| 2149 | 😠 | Bug | Don't know if components are bugged, or if I just can't figure out how to use drones. Save attached - see building called "Why does this not distribute?" - I'm expecting the drones in the drone launcher to distribute the ores around but nothing is happening | 2023-09-07 03:58:02 | |
| 2148 | 😟 | General | I've come to realise | 2023-09-07 03:07:03 | |
| 2147 | 🙂 | Suggestion | Please add modulo operation as a function in the behavior controller (Return the remainder of a division). | 2023-09-07 01:51:13 | |
| 2146 | 🙂 | General | you need more RTS commands to select all buildings or all of a certain unit with or with out other objects like miners and or weapons...along with the ablity to deselect the unit once in a certain group on the left...once you have selected them | 2023-09-07 01:16:56 | |
| 2145 | 😟 | Bug | Clicking on the mini-map to move the camera seems to turn off the "automatic mini-map follows camera" button | 2023-09-07 00:46:32 | |
| 2144 | 🙂 | General | Thank you for giving us a feedback feature like this. It's been too hard to share my thoughts about the game with the team. I wish the ai lady was disabled by default in a standard game (outside the tutorial), she's quite annoying. I will share more feedback as I continue playing. Thanks, the game is awesome :D | 2023-09-06 20:43:01 | |
| 2143 | 😟 | General | Blueprints and behaviors don't seem to work too well together when it comes to drop off and construction site.It cycles on drop off items | 2023-09-06 19:43:15 | |
| 2142 | 😟 | Bug | When building the sight lines are not clear, so it says 'can't build here' but does not incidate why (can't 'see') | 2023-09-06 19:35:32 | |
| 2141 | 😟 | Bug | Units in scout mode can move onto blight that is locked | 2023-09-06 19:17:08 | |
| 2140 | 🙂 | Suggestion | It'd be nice if we could have an 'internal' register. Basically a free register that's not tied to any specific functionality (like signal, visual, store, and move all have a purpose behind them). | 2023-09-06 17:33:33 | |
| 2139 | 🙂 | Suggestion | Cable seems a bit too silica intensive. | 2023-09-06 17:28:33 | |
| 2138 | 🙂 | Bug | When you rotate a building with laser miners on that are active it stops them rotating toward the target when they resume mining. | 2023-09-06 16:26:25 | |
| 2137 | 😟 | Bug | Glitch bots not detectable as infected. Seems odd since player bots are considered infected by contacting the glitch bot. This makes it difficult to detect glitch bots for behaviors. | 2023-09-06 16:25:18 | |
| 2136 | 🙂 | Suggestion | Allow building selection in parameters to pass in for the place foundation behavior. | 2023-09-06 16:21:26 | |
| 2135 | 🙂 | Suggestion | Should putting internal speed modules in a buildiong with miners provide a speed boost to the miners? | 2023-09-06 16:15:43 | |
| 2134 | 🙂 | General | Correction: right click and left click on reversed on the description of the network button expected: left click toggles right click brings up menu actual right click toggles left click brings up menu | 2023-09-06 15:57:34 | |
| 2133 | 😟 | Bug | I think the internal efficiency modules are broken. I have used them in vehicles and in buildings and it seems to make no difference to the power usage, or any other stat when you hover over the power in the bottom left. | 2023-09-06 15:33:19 | |
| 2132 | 🙂 | General | Please let us turn off notifications by type we have seen at least one. I honestly am aware that virus has been detected, and no I do not care. | 2023-09-06 15:23:03 | |
| 2131 | 😀 | Suggestion | Awesome game, but please, compose a good soundtrack | 2023-09-06 15:22:23 | |
| 2130 | 😀 | Bug | Yeah sorry, just submitted a bug report but it was my mistake. pleas ignore previous bug report with the same picture | 2023-09-06 14:52:00 | |
| 2129 | 😟 | Bug | 2x1 M (8) buildings show as M 8 buildings in the main part of Blueprints but they show as an M (4): * to the right in blue prints * when built | 2023-09-06 14:48:54 | |
| 2128 | 🙂 | Suggestion | I would like to be able to manually drop an item in a storage slot even if it is locked. Only manually though. | 2023-09-06 13:20:35 | |
| 2127 | 🙂 | Suggestion | Please add auto sort to storage | 2023-09-06 13:02:11 | |
| 2126 | 😟 | Bug | Cannot point to the silica tree on screen, therefore i cannot remove it. | 2023-09-06 11:13:26 | |
| 2125 | 😀 | General | When editing the behavours please consider a few things. 1) put the variable values on the screen like you do with the parameters. 2) allow us to change the variable or give it a tag on screen. 3) allow us to step running code. 4) allow us to copy paste code blocks from in the editing field. my script that visits and delivers to multiple buildings was a pain to code. Once I had the delivery for one building working, it would have been really nice to copy 6 code blocks as a unit and paste them on screen. 5) allow branching code. some times its nice to do two different things after a code block. I know this might be hard to do async programming but it's worth a request, 6) implement the rest of the components. I had the silly idea of variing a RGB light on top of a bot with a heal component attached, that way I could flash a read light when it was moving. More to come | 2023-09-06 11:10:10 | |
| 2124 | 🙂 | Suggestion | When clicking on the map to move, and clicing in a metal ore field my bot will not move unless equiped with a miner module. This makes exploring tougher and has gotten my both destroyed because the bot stops moving. Please change the behavour. I can run through a metal ore field, but can not run into one is odd. | 2023-09-06 10:52:13 | |
| 2123 | 😀 | Suggestion | Can we have a filter for the Gigakaiju?, so I can make my units avoid/ engage it? | 2023-09-06 07:55:14 | |
| 2122 | 😀 | Suggestion | Dear Devs, From "Control Center" >> "Unit" tab, we should able to see the robots/buildings health bar on the right side (tiny) if they are damaged. We shouldn't be using filters for this reason. Thank you! | 2023-09-06 07:27:44 | |
| 2121 | 😀 | Suggestion | on the power bar/info bar could there be a energy storage capacity and how much tottal capacity is filled, thank you for your efforts. | 2023-09-06 07:00:21 | |
| 2120 | 😟 | General | So two things: 1. There are "hung" logistics orders because in the process of trying to set this up, I allowed bots/drones access to the buildings-- by disabling "item transporters only" and the left cluster on channel 2 and the right cluster on channel 2 want to fulfill a delivery... but even though there is nothing that can reach from left to right, it still set up a direct order (as part of a "shared storage" behavior in the storage blocks on the right cluster?) I will turn on "item transporters only" after I upload this save and report results in discord, but I do not expect that the order to transport metal bars from the left cluster to the right cluster is going to be cleared by changing settings-- and you might argue that this is intended behavior (I get a lot of that at work)-- but it's not intuitive behavior, and it's difficult to troubleshoot... and it's difficult to clear. I have to go to each building and clear orders on each building after I update the logistics settings to work around this problem. 2. If you select the building I marked in the screenshot I posted to the discord server, you can see the that STORE target points to a building with empty slots but it says there are no free slots in the store target tooltip... and if you check the delivery path for store targets, they're empty all along the path. I don't think these two things are related. But it's distracting from the actual problem described in #1 above to have a tooltil that tells me that the destination I want to send things has no free space and causes me to look for a way to determine if that state message has any contribution to the problem of resources not traveling as expected. | 2023-09-06 05:26:13 | |
| 2119 | 😟 | Bug | Super simplified replication steps. 1. Turn off the drone building in the upper left of this building cluster. 2. Toggle all fabricator buildings to "item transporters only" Expected results 3. All queued logistics orders that cannot be fulfilled are cleared and/or remaining orders are fulfilled Actual results 3. I'm guessing that because the drones cannot leave the powered off building, the orders are not cleared and "hang." Workarounds (theoretical, I didn't test all of these): 4. Cancel Orders on each fabricator building (tested this), or 4. Remove drones, or 4. After setting "item transporters only" wait for all drones to finish queued logistics orders and for them to remain parked for an extended period of time I do appreciate you asking for a save to see the replication steps/problems. And I appreciate the other guy who commented that he's run into a similar problem even more... because I'm not imagining this, even if the idea behind the bug does not seem intuitive. (But that is kind of the nature of bug hunting. It shouldn't do the things that I'm seeing, I suspect. But weeding through the chaff of "user doesn't understanding intended behavior" to find "user found actual bug" can be a tedious problem. Also, I work for a software development company and I work with QA people all the time, although QA is not my actual job. So I get the inherent difficulties.) | 2023-09-06 04:49:14 | |
| 2118 | 😟 | Bug | Collecting filled deployers and then placing them doesn't seem to be working on units or the main base, and I can't "cancel" the construction. It could be my fault but I want to make sure, Thank you! | 2023-09-06 00:36:18 | |
| 2117 | 😠 | Bug | Even after clearing the transport deadline through repeated use of "cancel all orders"... the UI still incorrectly reports the store target has no free space (when it clearly has free space.) | 2023-09-06 00:25:52 | |
| 2116 | 😠 | Bug | When free spots exist, the game still insists no free spots are available. | 2023-09-06 00:15:48 | |
| 2115 | 😠 | General | Transporter (medium module) is effectively REFUSING to transport more than 1 unit at a time. Despite having multiple slots open, it reserves the entire stack of metal bars from the fabricator (19 units of metal bars) but only transports 1 unit at a time. Like, WTF. I set EVERYTHING in this cluster to "Channel 2", and to only allow transport via transporter (no bots or drones). Intermediate location (the 2x2 building) has the shown reserved slots and the destination is all metal bars only. | 2023-09-06 00:00:24 | |
| 2114 | 😟 | General | The hole bug is inside explorable alien building | 2023-09-05 23:46:01 | |
| 2113 | 🙂 | Bug | Such processes as tasks such as Add and Multiply override the variable item its used on, so if variable is for example 40 x Iron ore and you multiply or add 40 to that variable, it will forget the item type and only give out a value. | 2023-09-05 22:55:11 | |
| 2112 | 😀 | General | Proposal - add new tab to control center, with list of all unique behaviors (i.e. behaviors with unique string), and their names. With it add option to replace either of those behaviors with a new string, with checkboxes to keep: Variables, Parameters, Registers, with each unchecked box clearing that element as if with new bot. This will help mitigate issues with mass replacement of behaviors, while still avoiding most issues with automatically linked behaviors. Add a warning before it is used for the first time warning of possible breaks of behaviors due to changes made by player. This may also act as a 'faction behavior library', which will help sharing code between players in the same faction, rather than having to look for specific bot. Putting it into control center, rather than library makes it harder to accidentally overwrite behaviors by missclicks or ignorance, as control center is rarely used menu by most newer players. | 2023-09-05 21:52:33 | |
| 2111 | 😠 | Bug | Hovering over number values and scrolling doesn't change the number in the behaviour editor like it does elsewere in the game | 2023-09-05 21:28:09 | |
| 2110 | 😠 | Bug | Re simulato doesn't come with a core. | 2023-09-05 21:00:53 | |
| 2109 | 😟 | Suggestion | When multiple units with AI Behavior moduls are selected, you can start the behavior of all - but you cant stop them. It would be great if we could stop the AI behavior too! | 2023-09-05 19:49:27 | |
| 2108 | 🙂 | Suggestion | Since behaviours and blueprints library is shared across save games you should be able to edit them directly in the main menu. Feels weird to start a new game and spend ages just preparing library subroutines and blueprints before ever unpausing | 2023-09-05 19:34:28 | |
| 2107 | 😀 | Bug | High priority for item delivery does not seem to work. | 2023-09-05 19:28:24 | |
| 2106 | 😀 | Suggestion | Please support behaviour parameter ranges. Instead of making me copy the name and mousing around to pass p3, p4, p5, p6, p7, p8, p9, p10, p11, p12 to the 10 input params of one of my many other subroutines that take 10 sequential params along with maybe a couple others (which I do often to represent a list/queue) and it making the graph a mess because of these long input lists (don't get me started on my 20+ versions) it would be incredible if I could just pass in param C~L in one or two boxes in my call instructions! Ideally this could be defined on the subroutine definition by marking those params as sequential and maybe getting an extra param for a reference to the range itself in the same format as the caller gave them. This way in my subroutine implementation that takes the range can call another subroutine that uses sequential/range params too or, if I choose to deal with specific elements, still get access to p6 directly. Come to think of it actually none of this would be needed if I could dynamically get a parameter by its number. If you could add an instruction that was just "Get" and if given a variable/static with the number 1 in its input then it stores P1 in the output, etc. plus you would have to have an accompanying Set so that params can be modified by their index too. | 2023-09-05 19:11:59 | |
| 2105 | 😠 | Bug | Dragging from behaviour library onto a unit highlights as if it will do something and I was excited as I expected it would finally be a way to easily apply updated behaviours to units!... but it does nothing | 2023-09-05 18:59:05 | |
| 2104 | 😠 | Suggestion | More context in subroutine editor or remove the pointless context that is there... Showing the number of subroutines deep I am by offsetting the UI so it appears on top is not really helpful as depth is rarely as important as things like what the name of the caller I was just working on even was! | 2023-09-05 18:04:10 | |
| 2103 | 😠 | Suggestion | When creating a new behaviour from a call subroutine instruction you should be able to name it and maybe even put some initial parameters/names on it. Its often better to design the subroutines shape (what inputs/outputs and in what order) from the call site rather than inside an empty definition especially when the "Doorway Effect" takes over and I forgot what the reason for this new behaviour was because I am presented with an entirely new screen with 0 context | 2023-09-05 18:02:38 |