Such good news! Congrats.
kernelstubbs
Recent community posts
https://blogs.unity3d.com/2017/07/10/deprecating-directx-9/
Support for Direct X 9 in Unity has ended as of July 10th - you're going to have to update your OS or use third party DX10 options that have been available for XP for years. (https://www.raymond.cc/blog/easily-install-and-download-directx-10-for-windows-x...)
Good luck fellow Autonoaut!!!
If you do it that way, bot will chop logs until axe breaks even if storage is full. Right now, it will chop one tree each time storage empties and two other bots are basically always immediately putting a log in storage to fill it back up again. Only, once the axe breaks - unless storage is full, it will not replace it with a new one.
OK...so I'm trying to get my bot to chop logs until hands empty OR storage full...if I nest the hands empty command inside the full storage one, it will chop trees all over and if do the reverse, its axe will break and not be replenished until wood storage fills...anyone have an elegant solution for this?
My goal is to use as few steps as possible...I hope for deeper logic, even variables :D - 'Human Resource Machine'esque
My issue is straw, seeds and stone. Once you have a tree farm going, each tree dropping two seeds creates a positive feedback loop. Once your industry is all running and feeding folks, there's a need to build storage for those three items...I literally have a field of general storage for them to keep pace with demand for the items that are needed (metal, cereal seeds, etc)
Perhaps allowing the recycling machine to simply destroy base items would be a huge help...instead of spitting them back out. (which it will do in a pile on one item high until a new item is placed in...then the tower extends to its full height :P)
Or chest upgrades (void, constrain, etc)