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InTelliDooF

40
Posts
1
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A member registered Aug 14, 2017

Recent community posts

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edit: sry for post ... my bugs are already known.

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Poor trees ... hope there will be a Solarbot. ;)

"When You Have Lots of Stuff"... then is your base just unorganized. :P

- The menu should stay open after saving.

- After loading a script from data storage it shouldn't autostart.

- It Should be possible to build stone path under in- and outcome markers of buildings.

- Villagers still like to swim.

- Object highlight on growing trees still glitchy (screenshot missing, sry too lazy :P)

Easy solution:  no hat = haulerbot. ;)

But i can imagine that additional slots for hats and tool (maybe batterys) were kind of useful.

- Sometime it's impossible to drag a command to the very top of the script. (didn't figured out when it happens)

- Naked tree. Grows without Leafs.

- Villagers spawn on deep water vol. 5. When you can't prevent it, what's about fishing rods? ;)

- The command-location-marker don't dissappear after deleting his command.

- The object-highlight is more glitchy.

- Tree seeds will despawn, but apples don't?

Game Over! I accidentally deleted the bridge i stand on ...

.. can't move or build a bridge below me. :)

Dragbuild the bright from the beach u can see.

Explore all island and you will find apples. In 6.1 i got 1 apple tree. in 7.1 1-2 trees and in 8.1 i found 4 trees all over the map.

They're used in a porridge pot to make food.

Never heared about Discord. The Forum is easy enough, here i got all the time i need to translate etc. ;)

with . and , u can cycle through the item in ur inventory, same as bots.

- Can't move the camera while mouse is over build/scriptmenu or tooltips.

- Tooltips wont disappear when mouse gets moved quickly over build/scriptmenu (may blocking sight).

- Got unharvestable crop in 8.1 again (different tile), but after reloading it was fixed. After the reloading one replantingbot was standing in the field and diddnt find any soil (maybe my bad, too many replanter) but the crops where he stands wont grow (fixed after reload).

- 26 cows this time ... need more milk (fertilize cows?) or more cows (cow breeding?)!

- There is something special with the dung. After reloading the savegame it will despawn after a while. Then it will fill up again when storage is full.

- Villager still spawning on water.

Why some machines were placed on ground and some on flooring?

Dragable deleting to delete multiple structures like a bridge would be handy.


Last savegame, diddnt complete the productions so storages mostly empty:

https://www.file-upload.net/download-12672236/8.1a.txt.html

Kind of .. more: the same tasks/scripts on a diffrent location.

Would i copy this setup on the screenshot,to set it up further away (to prevent interfereing), the workers would move to the storages of the old setup.

That works for logistic/storage/fieldworker bots but not for bots that using machines/benches/furnaces, like this clay pot production setup.

You could add a ?-button to reselect the machine (and maybe the storage so the hole setup were easier to copy, because min. 4 setups like this are needed)

Player could eat to get a +% movementspeed for X seconds/minutes buff. Maybe the cooked food can give different % or lasts longer.

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Hm, were can i get it? on https://denki.itch.io/autonauts is only 8(.0).



... Hope in 8.1 the mousewheel works for the buildingmenu in a better way (only works when the mouse is not over a building). ;)

https://www.file-upload.net/download-12670831/neu.txt.html

hm, i should gather some bugs to prevent spamming. ;)

Close the scripting window with space/whistle will stop the new started script.

First time i used the fertilizer on the cereal soil but now i got an uber-cereal that resists been harvested:


As you can see the in and out-come markers were bugged.

You have to ... in later game it happens that there several bots with the same name. And now with the disks its getting more messy.

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after putting a data storage in bots inventory and close it, the script window isnt updated so the window has to be reopened to get the back up.

"Find nearest ..." is, when set as new command, setable on items. Resetting (using the ?-mark) only on beacons.

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Somehow the income-marker disappears, i think as i moved the cam.

edit: Hard to explain for me. After building is blocked, the income-marker only shows when i hover over a simple flooring.

Most people got more time on weekend. ;)

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The bot-scipting window shouldn't close after trade.

edit: change gamespeed, 2x,3x....

edit2: show walking-path

Got all 34 cows separated on 7 fields. With 100 villagers milk-, milky porridge- and apple pie storages will always be empty.

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Damn, i got nothing new :(

I didn't see stone/metal storages for more/most capacity.

When you add nighttime u have to add lightsources too (torches or lampposts that needs coal as fuel and electric lamps for lategame).

And when there are hostile creatures we'll need military bots (melee+archer) to protect the villagers. Midgame military bots could have crossbows, shield/armor, maybe cavallary (horsebreeding?).  Guns can be for lategame depending on the hostiles. ;)

Only saw so far the list is not short but more brainstorming is going on:

- stone walking paths (or deco floors when bots can use scooter ;))

- Electric bots powerd by a network of beaconlike poles. The power is provided by using charcoal and water in a steamboiler.

- To add a kind of progress there could be a reseachtable used by an advanced bot. For that bot you'll need glass (diggin+smelting sand). Maybe there could be different tiers of reseach, so its possibly necessary to reseach the refining of metal/glass first.

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A botlist with (energy) status, active task, 'go to' button. The selected bot should also be highlighted on the map that hopefully is comming.

How about an option to decrease the range for pickup things so "factorysets" dont interfare?

Visualization for benches what they produce, an icon over the bench (could be ugly) or some additional details on the bench.

I dont know what you planned for bots but for charing i like to have fast bots and strong bots for storagework. And what advanced bots could do i cant imagine yet.

In 4 games i only build 2 crude bots. It shouldn't be possible to skip the "tier 1"-part of a game?!


Edit: Hats could give a Bonuses. Something like "-2 chops to fell a tree". But then they should harder to craft, maybe with an additional resource like hempfibre. To use hemp you have to build something with metal to make it more "endgame item".

Same for totems an Area of Effect: "+X time to become hungry" and Beacons "+Movementspeed".

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- 2nd villager on deep water

- there 2 cereal seeds on the upper left tile?!

-the cows produce not enought to keep up with butter/milky porrigde production, or there are not enough cows?! it could be solved by raising the recipe's out for milky porridge. 1 milky porridge = a meal for 1 person but 1 bucket of milk = ? 5Liter? 10Liter? ... ;)

invisible apple pie :)

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https://www.file-upload.net/download-12660694/neu.txt.html

does that work?

turned the game of for lunch, after lunch i saw the dung disappearing. 2nd time the savegame was loaded.

the cow problem on the north-earth field seems to be fixed. placed the cows on the bottom of the field and they'll "normally" moving to the top of the field. in 6.2 they getting stuck under the grass-free strip.

reload the game didnt work. jep, dropped dung wont despawn.

it killed my milk production so i burned the fertilizer.

villagers still spawning on deep water. :(

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the ignore until full "bug" is mybe me ... the loop starts when there is space in storage, even 1 space starts the loop. but until the axe is broken there will be more logs for another storage what the loop starts again ^^

so there will be resources on the ground but not infinit high pillars.

i started a new game with the new version, so its all 7.1 dung ;)

the fertilizer thing is new too ... maybe based on cows behavior to gathering in the top/north of the field. same as clay and metal worker.

ok sry, i double checked my bot-making-bot. in 7.1 i used a repeat x times in a repeat x times command, that isn't supportet jet, in 6.2 i told him 4 times to pick resources... so my fault :)

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hey devs,

pls dont make the same mistake as too many devs so that too many good games died!

-bot ignores 'until full' (most after loading a game)

-cows getting stuck when they can't reach their next eat-destination (on the field north-east they getting stuck without any reason, after replace the cow they will eat again)

both bugs from 6.2 and still in 7.1.

new stuff to get rid of the recource overflow is nice but dont build on a holey foundation

and still the long-distance pathfinding could be better.

new bug in 7.1: my bot-making-bot works with repeat x times, so he makes me on command x bots. In 7.1 he ignores the x.