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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 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 | |
| 1987 | 🙂 | Suggestion | I suggest a request and demand setting per network. To allow input from one network, and output to another. Otherwise supplies can and do bounce between two building that both supply and demand items. | 2023-09-02 17:45:12 | |
| 1986 | 🙂 | Suggestion | I suggest | 2023-09-02 17:43:19 | |
| 1985 | 😠 | Bug | The mine command is broken. Units with "Mine" behavior sit right in front of the resource and do nothing. | 2023-09-02 17:00:32 | |
| 1984 | 😠 | General | not realy helping i have to build a fabricator but i have none and i canĀ“t build one????????????? | 2023-09-02 16:25:32 | |
| 1983 | 😟 | General | With the storage block configuration shown in the image, I cannot manually request more than 20 data cubes. Anything over 20 will result in a message stating there isn't enough room to store that amount even thought I should be able to store 40. | 2023-09-02 16:12:09 | |
| 1982 | 🙂 | Performance | vbcv | 2023-09-02 15:32:50 | |
| 1981 | 😀 | Suggestion | Here are a few suggestions for a couple of issues I've stumbled across: 1; There is no way to disassemble items again. 2; The scout program is not good, the range is too low and it doesn't use extended view range either. 3; There is no way to determine with "Solve Explorable" whether I can already produce the "Data Key", for example. So an automatic puzzle solver doesn't really work. 4; It's a pity that you can't use coordinates or anything like that in the program. Then you could program a scout yourself. 5; There are no options to read the charge status of the re-simulator. Then you could make a program for it. 6; Likewise, there are no possibilities to start the AMAC satellite and to let the satellite land again, 7; It would be nice to be able to group units together. 8; For some units and groups you should have a quick access option. Such as a definable icon. I always have to look for my "vacuum cleaner" and the combat group first. That sucks! 9; It is difficult to determine which unit the power transmitters are connected to. If you click on the icon, the assignment is canceled. Since you don't know which unit it was, you have to wait until one stays somewhere. 10; It would be a good idea if you could fix the configuration of units. It has often happened to me that I have selected the wrong building and then changed a production. 11; 4 channels are not enough for me. Freely definable channels with a name would be better. 12; The settings for the networks, channels, high priority and only item transporters are uncomfortable you always have to right-click first. If you have to adjust the settings to 100 units, it becomes a click orgy. 13; Although fast enough drones can get the job done, simple dashbots often take on a task as well. Better prioritization would be desirable. 14; bulk settings. Sometimes I want to change the channel or Only Item Transporter status of multiple buildings. You can't do that with copy and paste, otherwise I'll change everything else too. | 2023-09-02 15:30:29 | |
| 1980 | 😟 | General | The scout behavior needs to be async. It moves way too far while blocking my script so I can't check for enemies. Even doing a radar scan first it still frequently travels 40+ units right into enemies. | 2023-09-02 14:54:54 | |
| 1979 | 🙂 | Suggestion | This mineable resource in an inaccessible spot is breaking my behaviour program on my mining base, fix terrain generation please. | 2023-09-02 14:30:54 | |
| 1978 | 🙂 | Bug | clicking on the mini-map should cancel the command for the camera to follow a unit (it doesn't). | 2023-09-02 12:58:57 | |
| 1977 | 😟 | Suggestion | Lights would work better as internal components, small slots are much more useful for other things so filling them with lights seems wasteful | 2023-09-02 12:46:24 | |
| 1976 | 😀 | General | I'm really geeked about the programming. I'm figuring it out, having used actual programs with such logical visual programming things, it's why I got the game. However, the learning curve on it is steep and lacks clear explanation leaving me to use trial and error. I'm fine with that, but don't always have the time for it or will start a game new to remove complexity to explore something. I hope that gets more in game info and pop ups to help teach players to do basic stuff. | 2023-09-02 12:44:54 | |
| 1975 | 😟 | Suggestion | Updating a behaviour blueprint should propagate to all units with that blueprint currently loaded to avoid having to manually update each unit | 2023-09-02 12:34:36 | |
| 1974 | 😟 | Bug | When two units or buildings are requesting the same item, they shouldn't be able to fulfill that request from each other's inventories -- currently they often enter endless loops cycling the same item between each other | 2023-09-02 12:01:12 | |
| 1973 | 😟 | Suggestion | I can search every place that contains blueprints from my library EXCEPT for the build menu! I get tabs for folders but even those get squished fast when I have more then a couple folders or god forbid names longer than one or two short words and the icons are not enough if I get a heap of blueprints so searching by name would be ideal. Also if I could include variable values in names even if its like some special font glyph or something it would be great to have a folder with eg. the enemy info value in the name so I can see the combat folder at a glance, or putting the transport info value icon in the name of bot blueprints made for hauling items back and forth would be great! | 2023-09-02 11:12:22 | |
| 1972 | 😠 | Bug | Deleting library folders doesn't delete the contents but rather dumps it into the root of the library so you still have to manually delete each item... what other kind of "folder" works like that! | 2023-09-02 11:03:46 | |
| 1971 | 🙂 | Suggestion | full screen map please! | 2023-09-02 10:15:42 | |
| 1970 | 😟 | Bug | When I use a behaviour to move a unit to another unit, I don't want it to push the target unit when it arrives. This causes an endless push + follow because now the desitnation has moved. It should stop next to the unit. The pushing should only happen if the target distination is elsewhere. | 2023-09-02 09:38:56 | |
| 1969 | 😀 | Bug | I got a Shuttle bot saved on shortcut 7. Follow with N and while flying over some plateau the camera goes up outside the map and game crashes. Greetings from Everlist :-) | 2023-09-02 09:04:29 | |
| 1968 | 😀 | General | I got a Shuttle bot saved on shortcut 7. Follow with N and while flying over some plateau the camera goes up outside the map and game crashes | 2023-09-02 08:57:14 | |
| 1967 | 🙂 | Suggestion | Configurable Auto-Pause would be nice. Top option: taking damage | 2023-09-02 08:18:31 | |
| 1966 | 😀 | Bug | Errrr, i dont want it to be a bug...but put a portable shield on a large beacon LOL | 2023-09-02 08:06:17 | |
| 1965 | 🙂 | Suggestion | Drone ports/launchers should load drones when docked | 2023-09-02 07:28:08 | |
| 1964 | 🙂 | General | Playing at what i thought was rather early game with bugs set to aggresive and it went from 2 lil bigs to tons of huge ones without any real advancment. am enjoying but this one was a tad annoying | 2023-09-02 07:19:40 | |
| 1963 | 😀 | Suggestion | i need more planes | 2023-09-02 06:50:02 | |
| 1962 | 😀 | Suggestion | resources too little,i must use infinit mode to buid more things | 2023-09-02 06:49:44 | |
| 1961 | 😀 | Suggestion | f | 2023-09-02 06:47:30 | |
| 1960 | 😠 | Suggestion | behaviour variables and perhaps even parameters should be able to be given descriptions just like the behaviours themselves and all the descriptions should be shown in tooltips when you hover over that variable, param, or subroutine. sometimes the small space provided for param name is not enough to describe how it should be used and variables currently have 0 context, this way i could note why a variable is used instead of having to trace its usage backwards through the behaviour to see what its even for and what might be in it | 2023-09-02 05:33:18 | |
| 1959 | 🙂 | Suggestion | Allow us to choose any letter for a behaviour variable, not just those used or the next unused. If i keep expecting to see a variable that stores distance it really sucks that it isn't stored in the D variable because I wasn't up to it yet or I would have to create a bunch of trash instructions with outputs just to get the full range of letters to choose from so the variables make sense.... It just makes the code harder to read in a heap of cases | 2023-09-02 05:31:00 | |
| 1958 | 😟 | Suggestion | Please allow unbinding camera drag (pan camera) from right mouse button and allow binding it to a different button. Sometime when right clicking quickly, the camera pans instead and the move command doesn't go through, which feels terrible. | 2023-09-02 04:45:51 | |
| 1957 | 😟 | General | It's very hard to figure out how to use drones. I can unpack them, but how do i get them to do logistics orders? | 2023-09-02 04:32:47 | |
| 1956 | 😀 | Suggestion | There should be a "Select All" button in Control Panel | 2023-09-02 03:47:34 | |
| 1955 | 🙂 | Performance | Hi friends, I've been enjoying the game but I've noticed that when the game is running, and while I'm watching Mindhunter on the same monitor (I have 3 monitors) using MPC-HC media player (version 2.0.0.45), sometimes the media player starts to stutter. When I pause the game, the stuttering goes away. I've got the game on max settings with a frame limit of 120fps. My base is pretty tiny because I have absolutely no clue whats going on. Thanks! | 2023-09-02 02:41:37 | |
| 1954 | 😟 | Bug | Units often get stuck not being able to move. | 2023-09-02 02:10:38 |