I think I've found (one) cause of the save-button-not-working bug: feeding a worker into the recycler while the worker is holding something
as soon as I do that, the game will no longer save
Hello! Great game! I think I found a bug, though.
I have the following setup:
The first General Storage contains planks, the second poles, and the Basic Workbench is set up to create wooden axes. Works like a charm. Andy chops wood until his axe breaks. Since his hands are then empty, he goes to the Storages, grabs the components, crafts the new axe, and picks it up. Awesome.
I'd like Andy to just keep doing this, so I want to embed this whole setup within a 'Forever' loop. That's when it all goes wonky, though. I've tried programming Andy in several different 'orders', but none seem to work the way I'd like. Adding a single chopping action and then going to create the axe works. (It doesn't work out, because Andy has his hands full of axe and can't get the planks or poles to create the new axe, but he seems to go through the motions correctly). Then adding the inner loop of 'Repeat until hands empty' again doesn't work: the inner loop seems to be ignored then.
For now I just poke Andy and tell him to 'Go!' again when he's waiting at the workbench with his new axe... am I expecting too much?
Sorry if this has been mentioned before, but I seem to be having a problem with cereal crops. I have these 2 patches of crop that my bot keeps using the scythe on and they won't go away, and that makes my other bots not do anything because they are waiting for the bot to finish his job. Saving and reloading seems to break things further, because the golden cereal crop turns into the low quality crop, and the bot keeps trying to work on the same 2 squares. Both squares will not turn into bale cereal, so the bot continues to switch back and forth.
:( Actually, I just found out my solution doesn't work. Even though I have 3 copies of the game installed in 3 seperate directories, the save game is somehow shared between the three copies. One very upset 9 year old found out his daddy 'purposely' (not) overwrote his save game. All the more urgency for multiple save slots, please!
Went through the past few days of bugs. Most of my bugs have been noted by others. But there's a few that I didn't see mentioned.
1) Rapidly inserting items into the recycler makes them invisibly stack in front of it. The bots notice them and can pick them up and restore them. Or saving and loading will restore them.
1b) Placing a bot that is holding items into the recycler permanently deletes the items he is holding.
2) I saw a post about cereal crops that get stuck. But I have it happen with trees as well, didn't see anyone mention this. Can't interact with it. Saving and Loading causes the stuck trees to become invisible. I'm not sure how to reproduce this but it seems to happen when you or the bot doesn't finish harvesting the tree. (I did get some buggy behavior trying to recreate this one, telling the bot to stop chopping the tree when he is in the middle and trying to pick him up. He would get caught in a loop chopping the tree until you tell him to stop.) I saw this in occur in a YouTube let's play of it, so it's probably pretty common, I can get you the video and time stamp if interested.
3) Quasi-bug: some weird scripting stuff that's not intuitive. For instance if you teach to get something from a general storage, it has 2 commands, move to general storage, take from general storage. In reality it seems to be "move to selected general storage", "take from selected general storage" as you can't mix and match. In contrast something like a stick seems to be "select nearest stick", "go to selected item", "pick up selected item" The gui doesn't communicate this at all and took me a bit to troubleshoot what was going on. It seems to work better if you don't move commands around much.
4) Minor bug, if you pick up the bot while teaching him it messes up the gui, you can't place loops. Though the bot continues receiving instructions.
5) The bots don't make a check after selecting an item that the items still exist or is nearby when they get there (at least with some commands). For instance if they are to chop a plank into poles. If you pick up the plank they selected and walk off, they get turned into poles anyway (where the plank was before you picked it up) and you are left with an invisible plank in your hand that you need to drop (can be used to duplicate items). If you chop the plank first, they get stuck into a infinite chopping nothing loop. Amusingly, the axe continues the chopping animation even when taken from the bot.
That's all I can think of right now. Pretty fun little game, excited to see what you do with it. And looking forward to seeing some of the updates that you have mentioned, explicit work areas, more conditional statements, etc. I also find myself wanting more ways to input instructions, maybe choose from a list. Or copy and paste instructions into and out of a notebook or something would be nice.
Anyway, hope that's helpful and good luck!
Excellent work!
1) This is new. Added.
1b) This is known thanks.
2) This is known thanks.
3) Yeah the clarity of the scripting isn't great. However this is just the very first attempt to get things going and we'll be refining as we go.
4) This will be fixed in Version 4 on Monday.
5) This is new though we have a related bug already noted. Added
Thanks for these!
I''m not sure what's causing it, but for some of my basic workbots they have started not listening to repeat commands. I could switch workbots and the same set of commands would work, but they wouldn't realize their hands were full and continue to repeat. They have now started to glitchingly jump back an action and run even without a repeat or forever bracket.
Hope I'm not being too pushy with the feature requests, just see it as feedback and do with it what you will ;)
The 'red circle' that shows the bot's working terrain apparently is centered around the location of the first item you interacted with when you were teaching the bot (i.e. if you're teaching it to chop wood, it will only chop wood in a certain radius around the location of the tree you chopped to show the bot how). It would be nice to have more control over this; for instance by clicking on the 'Find nearest x' entry in the learning dialog, and then clicking the position on the map you'd like to be the center of the bot's working area. Not too hard to fix this up when you're working with inanimate objects (e.g. just drop a log where you want the center to be, then show the bot how to pick it up and bring it to the storage), but I found it very tricky to set the working area I wanted for my bot-recharger-bot. Then again, maybe that's how you want it ;)
On a related issue: the 'Find nearest x' has the bot go to the 'x' nearest to the center of its 'red circle'. Sometimes this makes for very counterintuitive behavior, where for example a bot ignores a tree that's right next to the one he just chopped down, to walk to the other end of its 'red circle' work area where a tree is a fraction closer to the center. Reading 'Find nearest x' I would find it more logical for the bot to find the 'x' closest to its current location (while still within the red circle, to prevent it wandering off too far).
Perhaps this could be added as behavior for higher tier bots; it'll make them 'smarter'.
I would like aesthetic features ; flowers, paths, road, wall and door, etc.
I reach the limit of dung potential ^^
https://www.reddit.com/r/Autonauts/comments/6p3o25/welcome_to_dungtown/
I made a new save now that i knew what i was doing, i made a robot and programmed it to go grab logs and put them in the storage and... it picked me up http://prntscr.com/fzdlrv if i go to trade it says hes holding 'autonaut' i can place 'autonaut' in my inventory and my character just disappears until i place it back http://prntscr.com/fzdmtd . weirdiest thing ever
Also i would suggest adding like if/or/and functions/options for functions to higher tier bots :D
Some of this is probably a bit repetitive, but stuff I'd like to see in the game:
EDIT: It would be nice to set a limit on general storage containers, so my bots aren't doing things like creating dozens of axes.
I don't really know if this has already been suggested sorry if so. But have you considered adding wildlife (Pigs/Boars, deer, bears and such) and hunting tools (spear=meat, bows= hides-->leather...). With these new resources there are options for new machinery aswell (meat grinder, tanning rack ...) the leather and hides could be used for when you have added seasons (i saw you were planning on adding them) to keep the residents warm and happy :) during winter. Great game already BTW looking forward to see your additions.
One feature I would love to see and I think many others would love to see would be if the game could load up your last saved game automatically on startup. Its not something too important but its a little convienence thing that I think a lot of people would love if its not too difficult to get working.
Hey Denki! Love the game and not sure if this a bug or not but sometimes I hit the save button in order to get rid of a bot being stuck on my head after picking him up and pressing space (Pretty Sure that's not supposed to happen) but it loads to a state I was in ages ago even though I just hit the save button. This is in Version 3 not sure if you fixed it already.
Idk if other people are experiencing this issue but sometimes when the bots are doing things (picking things up, chopping trees, digging holes, planting trees, etc), they walk a really long distance to get to their next job even though there are closer jobs for them to do. This doesn't happen all the time and they tend to ignore things right next to them I noticed. Makes things really ineffiecent imo.
Some problems or bugs with clay pots (probably related) :
1/ If we had stack of several clay pots (with or without another things), we can hover and highlight bottom pot only.
2/ If we leave one or several clay pots on bush, we can't click them any more (but workerbot can find and take them).
3/ If we leave something on a tile, and leave one or several clay pots on top, we can't click clay pot any more (but we can highlight and click another things into the stack which are under or on top of clay pots).
I would like create new city named "Westclaytown" :oP
so somehow, my regular worker happened to pick me up and I can't get him to drop me. I tried trading with him and put myself in my inventory which bugged the game out super hard so I can't even play it any,ore. When I load it just takes me to the edge of the map and leaves me there stuck in a softlock
well I told the worker to go pick up a crude worker and put it in the recycling machine and set that on repeat. I happened to have a crude worker in my hands at the time to go and recycle it myself but the worker picked me up and I couldn't get him to put me down. I traded with him, put myself in my own hands and my character sprite dissappeared, so I saved then loaded and that was when the game broke
Hi,
i'm new here so please be patient with me.
I programmed a robot to shovel a tree seed hole, put down the shovel, take a seed, plant it, take the shovel and repeat.
Sometimes it stucks at finding nearest tree seed hole although it has dugged one before.
Version 4
Edit: I can make Crude Gear and Metal Gear but the Recycler needs a "Gear"? Found it within the wood router - it's a bit confusing.
Love this game already, BladesAndRazors
I wouldn't recommend having one bot do plantign and shoveling. As you noticed it bugs out (a lot) and its super ineffiecent. You lose a lot of through put doing it that way. I recommend having one bot chopping trees, one bot shoveling holes, one bot picking up acorns and putting them in seedling tray, one bot taking seedlings out of tray ind putting into hole, one bot to pick up logs and store them, and one bot to auto recharge the others. Thats a fairly effeicent farm to get going then you can add bots where needed to increase production.
When you open the teach menu of a robot while holding another robot the robot you were holding will become glitched and you will not be able to drop it, forcing you to reload the save and loosing the robot you were holding
Also, for some reason I passed the 1k limit of the general storage (at least for poles)
A couple of things I noticed farming:
1) Weeding is done with a shovel. I'd expect the hoe to be used for that, but that tool doesn't seem to have a function, while shovels are used for both digging tree holes and weeding.
2) In the above screenshot Gary is the bot indicated with the white square. While there is a last weed within his red circle work area, he's not able to find it, apparently.
3) Once fertilizer is applied to Weeded Soil, it turns into Soil. No matter how much you plant and harvest from that Soil, it stays Soil, apparently having infinite nutrients and never needing more Fertilizer. So right now we will never need more Fertilizer than there are 'farming plots'. (Hence the bored fertilizer carrier near the windmill). Suggestion: change 'Weeded Soil' to 'Barren Soil', and have Soil turn to Barren Soil after a couple of harvests.
4) When Cereal is fully grown and harvested with the scythe, but not yet picked up, 'seeder' bots will see this plot as Soil again, and try to plant a seed there. The game won't let them until the cereal is picked up, and they will stall. It would be great if they would try to 'Find Soil' that is not blocked by a cereal instead.
5) While technically not wrong, the term 'Cereal' is usually used for processed grains (breakfast cereal, 'cornflakes'). Most people will probably call the stuff that grows on the farm 'Wheat'. I'd also call the 'Cereal Seeder' a 'Wheat Thresher'. A hand tool to do that work is called a 'Flail'.
6) (Not just farming) Storages of the same kind share a resource pool. This allows for a very convenient transport system, instantly teleporting goods from one end of the island to the other by putting resources into one storage and taking it out of another. This just seems like 'spooky action at a distance' to me, though ;)
Hello,
here is a List of Bugs i have encountered in Version 4:
Suggestion i got:
Keep up the Good Work
Hey there!
Been fooling around for a couple of hours now (and yesterday, until 3am, it is so addictive to watch the army of little dudes destroy collect and replant a forest over and over again) and noticed a few things, most of them have already been mentioned by other but I will voice them as well:
A small bug I found, when a bot runs out of charge when standing in a gate, the bot programmed to recharge it will not do it. It is possible to manually charge them. Also other bots will not be able to use the gate.
Keep up the good work! Can't wait to see what is next!
I found a bug: When you put water into a clay furnace to make bread but then cancel the process, the furnace no longer allows you to use it. If you right click it you drop the items where you are standing.
Also, I was curious if there was a way to delete structures? I tried most of the tools and can't find a way.
Awesome game by the way.
I noticed something strange with 'charger bots'. I use two bots per section of the map to recharge other bots, so they can charge each other if they run out of battery themselves. I've noticed that when one 'charger bot' runs up to a bot that's out of battery, the other 'charger bot' will stand still, waiting, until the first one has charged the bot that was out of battery. Then the 'charger bot' that was standing still will run up to the bot that was just charged, as well. It looks as if a bot running out of battery flags all 'charger bots' that have it within its working area, and then they take turns trying to charge, while obviously only the first one needs to.
I'd like to suggest the spawn rate of tree seeds to be lowered, or some additional use for them created. Perhaps they can be fed to a 'Piglet', who also needs water (some higher amount of each) to turn into a 'Pig', after which you can slaughter them at a 'Butcher Block', using a 'Cleaver', resulting in 'Bacon', which the Folk will love (let's face it, who doesn't love bacon?)
would be good if you can use if statement for when dropping of items (Container has more then x, Container has less then x) container is the last used before the command? ;) that way i can tell my bot to only do 10 gears and not 1000 ;)
Also an shortcut key to move selected item from a robot to person storage/hand
I have everything in the repeat box and I have clicked a storage. I thought maybe forever command was messing it up but it still won't work. So this is how I have my bot set up who collects logs and puts them in storage : repeat until storage is full (all commands are in the yellow area) Find nearest log, move to log, pick up log, move to general storage, and add to storage. I also tried having him pick up logs until hands were full and in separate repeat box until storage is full . Everything works just fine until it gets to the add to storage part, also using it the old way of just adding to storage works.
It seems that bots are no longer able to deposit materials into storage, so far it seems to be effecting everything ( Don't have any cereal things so not sure about that) my forestry are quickly descending into madness because the bots (and the player) can't put anything into storage and they get stuck at the storage because they can't put anything into storage so they can;t complete their loop
Can you add ability to limit storage capacity per type ether in config or slider ingame from 1-x containers * 1000 that way i dont need a robot to do 3000 shovels and only 10 ;) or set tools to 10pcs/ box and the rest keeps 1000.
works better now that the limit is 100 instead of 1000 xD but if you find time and if you want that add it but i am happy with max 100pcs per box
Dear dev, i have been enjoying you gone for the past couple of days and i may have found a bug.
i came across it when i fenched off my tree farm the bots in side needed to be charged by the other bots but i noticed that the bots on the outside recharged them selfs after they ran out.
so to test i loaded a new world and fenced in a bot that was programed to recharge other bots and sure and well the bots outside started to recharge them self. i also found that if you fenced of your seld you could recharge them remotely.
hope this is enough information and ill besure to look for other bugs so i can halp the game to be at its best for everyone.
I had a fenced off area with 1 gate with bots going in and out all the time, a recharge bot was pretty close to these bots, what happened was that the bot ran out of charge right as it got to the gate, opening it and making it impassable for anything else but not occupying it so it could be recharged, not actually sure if this was a bug but an interesting edge case anyway. simply adding a second gate fixed this.
There seems to be a bug where bots sometimes skip or repeat items in their to-do-lists and then get stuck when they can't complete the next ones.
This is most notable for me with a bot that I have set to make metal:
repeat:
go to ore storage
take ore
go to furnace
place item
go to charcoal storage
take charcoal
go to furnace
place item
end repeat
I often come by and he sits there, trying to put another ore into the furnace when in fact it would require only charcoal.This bot is the only one who accesses the furnace (no other bot and I don't use it manually).
The same thing happened when I tried to have bots first produce, then store wares (bring two logs to a furnace, then bring the charcoal to storage/ cut up a log and bring the planks to storage/ ...) - they just seem to jump around in their instructions sometimes. These ones I managed to fix by strictly restricting bots to one task (one bot puts logs into the furnace, the other takes the charcoal away), but that seems uneconomic and doesn't work well for smelting metal as the two bots who want to put in coal and ore often block each other.
So far I have not been able to observe this happening on-screen, so I can't pinpoint any possible reasons (i.e. running out of juice mid-action or being blocked by another bot traversing their target or something), but I'll keep an eye out.
Sure thing:
http://s000.tinyupload.com/index.php?file_id=06172969144112492196
(Didn't find a way to attach files here and you haven't listed an email I could find)
The bot in question is Dave, right above the player.
hmmmmmm. that's going to be difficult to catch. I left it running for about 10 minutes and everything seemed to behave fine but like you say it just happens at some point. I'll add it to the bug list but I can't really fix in until I've got a method of testing it so if you come across one please let me know. Thanks.
It seems to be in the interactions with other bots (i.e. them standing in the way, I guess), as this does not happen when I put him into his own little area with nothing but the two required storages, the furnace and fences all around...
Will try to find a minimal setup where the problem occurs.
(Also, I can now confirm that bots that are unreachable for the recharge bots get charged remotely^^)
Okay, it seems to be definitely related to other bots blocking their way:
I've now got a setup where he skipped the step of actually walking to the furnace and jumped straight to trying to insert the item!
http://s000.tinyupload.com/index.php?file_id=72337184487671410134
Need a way to destroy anything (we obtain too many stone or seed with new gameplay). I submit two new building below.
I submit that these building take very long time to destroy something, most longer time for the breaker.
NB: and pleaaaaaaaaaseeeee, need aesthetics things (flowers, small tree, etc)
•BUG: My workers have a problem where the ones planting seeds target the first soil, even if there are already crops on it, then they stand there until the harvester comes along and removes it so they can plant.
•QUESTION: No rush, but about how long till we have sound control?
•STATEMENT: Also, for those of you who have "Straw tower problems" I also have an excess supply of straw "in tower form" towering over my base. So to move it out of my base I placed a box on the far side of the map and have a worker dumping it into a tower over there :D
Love the game.
I have two bugs regarding the buckets. First recycling the bucket gets my player stuck in place in front of the recycler and I have to save/reload to be able to move. For the second thing, I'm not sure if it is a bug, but buckets seem to be the only thing that I can't store in general storage. This is rather annoying as the way I set up most of my tool worker bots is to fetch a tool from a chest when it breaks. Do buckets not break?
When I recycle a robot when it's holding something it just makes the object disappear, the robot comes out in its components, but the object itself is gone.
EDIT: A queue for machines so you don't have to wait for it to complete the project, you could just feed tons of materials into it so you don't have to wait, so you can leave and do something else.
Bug report for version 5, wearing a HAT (by placing in the inventary) and taking it off (by placing it in your hands) destroys the hat, tested with the Top hat and the Plumber's hat.
When milking cows, if you have more than one bot milking, and they get in each other's way one of them skips a instruction and gets stuck.
Maybe a repeat until bucket full / bucket empty?
Every once in a while bots that are feeding folk will attempt to feed the same target, as a result dropping food on the ground.
Hat bug: yep that's a known bug but it only happens if you use the Inventory screen. If you use 'Q' and ',' to stow and recall the hat it works fine. This will be fixed in Version 6 on Monday.
Milking bug : yes this seems to be affecting all scripting and not just milking. Thanks
Repeat bucket : we'll be adding loads more instructions as we go.
Feeding bug : I've had this reported once before so I'll have a look into it. Thanks
Just found a tiny bug/behavior. I had a storage crate placed down but added no materials to it, so it stayed as a ghost. at one point I had a worker bot run out of battery inside the ghost block. Recharge bots will NOT path find to the bot and will not recharge it. Reminds me of the problem where bots run out of battery in a gate.
WiseMack, I actually had a nice bug with my worker bots and milking cows. They both were just waiting at the milk depot, and as soon as a cow was ready to milk they both went to the same cow and started at the same time, and both got milk. Both DID get placed in storage so for a while I was getting 2 buckets of milk out of each cow.... although after reloading the world I have the same problem you do, I liked getting 2 buckets of milk per cow lol.
Edit: Just made a second milk storage so each bot has its own, and one will still eventually be sitting in front of the milk storage with an empty bucket trying to add. So the problem is happening when they meet at the cow not the storage.
i am using the linux version.
when selecting a save, the only notice that you have selected it is the noise. add visual identification. same is with selecting a file to load. also text when making a label for a save does not appear. it would probably be a good idea to have that be shown for this specific purpose.
Bug report, hopefully not a duplicate: If two bots are waiting to remove an item from storage that is currently empty, when a single item is added to storage both bots will act as if they took the item, but only one of them actually gets an item. This usually causes the next operation to fail for the bot that didn't get the item. Took me a while to figure out what was happening, but it's easy to re-create now that I know what to look for. I built a simple save file as an example if you want it.
Now to the accolades... this is such a super game so far! I truly can't wait to see where this goes! Thx!
Eric
I had an Idea for the game what if after feeding folks a couple times they grew up to the point where they become they become an autonaut once they become an autonaut they can be assigned one task and only one task for balancing like for example recharging the bots or working jobs (in the next part is with the jobs). suggestion 2 jobs maybe after a folk is an autonaut it can get a job like a store or maybe even a bakery. thats all for my suggestion hope your game continues to get better with every update we don't want the same thing with tf2 Ps: sorry for any spelling errors I am bad at typing. Pss: hope you have a great day.
Hi,
Game have potential - it can become an education game for children / learning programming (no kill, no zombies, etc :) ). Good work.
It would be great if you add:
ThePessimistGuy
I know that - but:
I can't catch exeption (tool broken) - robot just stop working. If I have this option I can make program and catch exeption to tell robot (program) what he have to do. (go to store)
It would be great if exeptions (tool broken) can return NAME tool. Then I could be program so robot can make another tool for youself... it would be very usefull... without this I can just tell - if exeption (tool broken) go to storage get new tool and back to work..
Why do you need to catch an exception if it never occurs?
If you make the robot do:
Repeat forever
Repeat until hand is empty
find nearby tree
go to tree
use tool
end repeat
go to storage for pole
go to workbench designed to make an axe
go to storage for plank
go to workbench designed to make an axe
pick up axe
end repeat
It will never throw any error, since it will create its own axe as soon as the one its holding breaks. The setup above is also able to restart without the robot getting stuck on making a new axe, since it checks its hands first.
We put in 1000 to begin with just to get things going. But as the game evolved we've tightened up the numbers because part of the challenge of the game is managing resources. This is why we put in the new scripting "Repeat Until Storage" functions so a worker can check if it needs to make any more. In the final game there won't ever be a need to create 1000 of anything so hopefully it won't be too much of a problem :)
Also..
You can add MEMORY - so robot can save some parametrs catch from exeption. Ofc MEMORY can be install in more advanced robots and needs new resource like silicon.
New robots could be consume some energy like charcoal.. or can by install sollar cell... etc ..
There are so many ideas in my head... (It depends on which audience group the game is directed to).
Don't give up - keep working - Success is waiting for you.
Really nice game. but i have some... minor issues? I find very little use for stone and tree seeds, and they tend to pile up... Kinda high.
(where it really shows, is when you auto mine those large stones.)
Ways to solve it might be new crafting recipes. grind tree seeds for fertiliser (or despawn after a while/let squirrels eat them). Stone is a little harder.. but maybe limit the height, make it a limited resource, melt them for metal (5 stone for 1 metal, example)
Im really looking forwards to see how this game develops. glhf ^^
im making my Bots now to do more task insteas of doing 1 specific task.
ex. Your Wood cutter will be also your log picker. aswell as digger. ^^) and so on.
for stones. my Miner is also crafting Metals XD as well his coal. soon he will be also crafting Metal plate since i dont use much now those resources unlike when we started.
I don't know if it's a duplicate bug:
When you send a robot to recycle an item, the robot still think that it has that item in the inventory, although the visual effect and ability of the item disappeared, and the robot cannot pick up any other item - I tried to make an infinite loop of having a robot recycle a bucket whenever he milks a cow, and then make the robot make a new bucket from the resources received by the recycler, this loop would milk the cows without ever filling up the milk storage.
If you take the "non-existing" bucket from the robot you will get the bucket, and if you place it down anywhere you cannot pick it up anymore.
You cannot do anything with this non-existing bucket.
I'm not sure if this is intentional, but I don't think it's possible to have a bot automine. It gets screwed up because of the chance of metal ore or stone. You can either have a bot mine and then pick up as much stone as possible until its hands are full, but then it will miss all of the metal ore and it might get stuck because it has to be a multiple of 4 . You could mine/pick up 1 at a time, but then it will get stuck as soon as it reaches metal ore or vice versa. The linear way in which the bots work makes it impossible to give proper directions if the outcome of an action is uncertain. Maybe there could be advanced bots which can make multiple decisions based on logic you can give it. Maybe I'm just blind and can't see an obvious solution to this. I have only just started actually needing to mine, so maybe not having an autominer won't be a big deal, but I feel like that would be a welcome addition to the game. Great job so far guys, keep up the good work.
Possible bug I found: When a bot goes from storage to plant a cereal seed, its code says to look for the nearest tilled land. But when I was watching it, he kept running back and forth between the storage and a plot he'd already planted. In another instance, I had a robot putting fertilizer on Weeded Dirt/Land to turn it into soil, and he was putting fertilizer on tiles that still had weeds on them. When ShovelBot came around, the tile was a normal soil. Maybe it's to do with layering, but the bots need to look top down.
Bunch of bugs.
1 .when a bot looking for something. is looking for something from the center of the map. not in a circle around the bot itself.
2. we should have something to void items and liquids. for example, when I cut trees there are seed that I don't have space for in the seed tray. we should have something to wast the excess of any item. The same thing goes for milk, because in the fifth version I am forced to milk the cows to have fertiliser. I have excess of milk. I wish I have void storage to waste milk. also I have excess of rocks because of mining
3. Metal tools seems unbreakable. I never broke one. I tried the pick axe.
4. When bots check if storage is full or not the should have a little of delay maybe two seconds. because the storages that I am using there is a bot waiting for them to have a space, then they fill them for example with polls, but when the bot that moves the planks to the chainsaw bench detect that one item is missing, it start producing a lot of logs. Maybe the logic should go like this. if storage is full exit the loop and if the storage is not full then check one more time after two seconds still empty then do whatever task.
I know a little of programming, sorry if it bothers you that I told about the logic since its not my job.
Thank you all so much for this amazing game.
Thanks for the feedback.
1. If you watch the script as the bot is working you'll see a red circle appear to show you it's "working area". This is where you showed it how to do that task, so if you showed it again but in a different place the red circle would move there instead.
2. This will be address very soon.
3. They're not unbreakable but they should last 10x more than wooded versions.
4. We'll be improving this as we go.
Thanks!
Today, I obtained 200 stones (because I need 50 metal ores), and my Infamous Stones Storage still to grow...
https://www.reddit.com/r/Autonauts/comments/6rn1f9/iss_was_built_in_westclaytown...
My storage have enough stones to cover all map, but I couldn't do nothing with them, no road, no bridge, no wall, and no pretty re-use :o(
My biggest annoyances:
1. Setting a group of commands to repeat- Would be awesome if a drag interface could be done to set a group of commands to repeat.
2. Finding the nearest object should include looking in storage containers.
3. The ability to manually skip a command would be great.
Overall though, it looks nice, and shows a lot of promise!
2. Let's say that I have a autonaut looking for an axe, and I stick a few axes on the ground to let it continue. Then I start an automatic generation system, and I decide I don't want a huge stack of them to appear, rather I want to have the goods tucked away in a storage container. I would hope that my autonaut would look for the object in the storage container, but it seems clear that they don't.
3. Sometimes an autonaut gets stuck on a particular command for some reason. If I could switch it's execution pointer, or just skip the command it is working on at the moment, it would sometimes help me out of a pickle.
I would definitely like to have a "repeat until storage has more/less than xx items", because I get rediculous amount of poles and planks stacked up. Here's how it happens:
>Pole storage is full.
>There is a workerbot waiting next to it with poles in his hands.
>Another workerbot takes one pole out for something.
>Pole making workerbot sees that the pole storage is not full, and puts a plank in the bench saw
>Pole delivery workerbot puts one pole into storage, still has 3 more in his hand. Pole storage is full.
>I now have 6 extra poles sitting there.
After awhile, this pile grows to a rediculous amount, and there is nothing I can do.
Balancing: I've noticed that corn takes a very short amount of time to grow, so short in fact that, when the tile issue gets fixed, I have a feeling my planters aren't going to be able to keep up with my harvesters. Maybe slow down the rate at which corn grows? Or maybe that's an issue for seasons implementation, if you have a weather plan for the future.
1. There should be a guide on what all the tools do and on what type of block they can be used on because I still dont know how to use all the tools. For example I don't know what the hammer or chisle does and I don't know the difference uses between a scythe and a sickle in the game.
2. Im sure hundreds of people have already suggested this but there should be a day and night cycle and seasonal changes.
Thanks again!
1. Yes it really needs one but unfortunately the game is so early in development that things are changing all the time so we just don't have the time to maintain something like this yet. Until we do you can find an unofficial wiki here http://autonauts.wikia.com/wiki/Autonauts_Wiki
2. Yes :) Already on the list.
Thanks!
I'm running into a problem with trying to automate the process between planting cereal and putting away the straw and seeds. First, the bot set to plant the cereal seeds only does so on three tiles in a line, leaving the vast majority of the soil unused. It's on a basic "get seeds from storage until hands are full, find soil and plant seeds until hands are empty" loop.
Second, bots who are responsible for processing the cereal into its products keep ending up with the wrong object in their hands. Here is the command order I'm using (broken down into general steps for convenience):
-Move to storage (cereal)
-Take from storage (cereal)
-Move to threshing machine
-Add (cereal) to threshing machine
-Find nearest cereal seed
-Move to cereal seed
-Pick up cereal seed
-Find nearest cereal seed
-Move to cereal seed
-Pick up cereal seed
-Move to storage (cereal seeds)
-Add to general storage (cereal seeds)
-Move to storage (cereal seeds)
-Add to storage (cereal seeds)
-Find nearest straw
-Move to straw
-Pick up straw
-Find nearest straw
-Move to straw
-Pick up straw
-Move to storage (straw)
-Add to storage (straw)
-Move to storage (straw)
-Add to storage (straw)
I have eight bots running with this code, so watching them go through the process and keeping track of one bot in particular is very difficult. The issue is that I frequently find bots stalled/waiting at a storage bin, trying to add the wrong item to the bin (almost always trying to put cereal into the cereal seeds storage). There's a few ways I can think of for this to go wrong (bot tries to add to a thresher that's already running, trying to grab an item at the same time as another bot, taking from a storage that's empty), but none of them seem to apply here (each bot has it's own thresher, and all of the storages have plenty in them at all times).
Currently, my solution is just to check for bots waiting at the storage bins and trade their items to my inventory, which puts them onto the next step. This isn't really efficient, though, and I was wondering if there was some obvious fix I was missing or an error in my commands.
On an unrelated note, the people names switch around and reset when a save is loaded. So if a player were to, hypothetically, spend a while finding every people on the map and house them alphabetically, the next time the game was loaded the names would all be different.
Thank you for all your work in making this amazing game even better!
My robots still place cereal seeds everywhere.
Looks like sometimes 3 seeds are generated instead of 2, and they hop into their hands, and... other magic stuff happens.
Possibly those robots that plant seeds sometimes can't plant them in time because of recharge, and then they drop their seeds they couldn't plant on the ground.
Version 6.
If you incarcinate a bucket full of milk. you will end up with it invisible in your hand, so the incarcination doesn't get rid of buckets full of milk. You cannot pick anything unless you drop the invisible bucket.
Another thing empty buckets cannot be stored in general storage. I think they should be as long as they are empty.
thank you
here it is: https://drive.google.com/file/d/0Bw9XQkE78ae6ZHU4VHg0djZlZ1E/view?usp=sharing
i find a workaround by change plotvis in the save file (not in the upper one but in a copy)
Another bug: cows can be stuck in certain locations. They can't eat grass normally in an outlined area.
Cows get `stuck` if they cross an invisible region vaguely marked with yellow. I can move them outside this region and they begin eat as normal, untill they hang up again there. The cows to the right don't suffer of such reasons at all, and that's why there are twice as more cows there :D
They also can be stuck after eating straw if it was placed outside a grass field. But it happens randomly, at 50% chance or less, but it can't be unnoticed.
And, yet another bug: after some time, all the cows begin to fear the straw! O_O They come closer to it and then dash back like it was some kind of threat. Then they begin to eat simple grass nearby. It doesn't happen randomly and this is a constant behavior. But I can't determine when exactly cows get strawphobia.
Can confirm another spot (will upload screenshot soon screenshot added, area affect highlighted) on the field beside the starter forest area the side closet to the forest cows get stuck in as well... it is a bit annoying especially since they keep doing their "moo" noise. And after further testing I have found that in that field it only affects that ONE square...
Cow behaviour is a little unrefined at the moment :) So basically they like to eat cereal and straw the most. They're attracted to it more than grass so if they see some they will try to go for it first but if they're inside a pen and can't reach it they just get 'stuck' in the same place and do nothing.
The other thing you're seeing is cows are afraid of the player or any bot holding a stick like tool. You can chase them out of your fields with tools and sticks. So they're probably near a worker that isn't moving away and getting constantly scared of it.
Thanks!
I think we got some buggy problem here, after the update some bots can't handle a repeat untill storge is full with a repeat in it with "until hands are full" and "untill they are empty" they don't do anything and the Arrow in the Programm is flickering while the Storage got planty of space left.
And as shown in the first Picture the Bots that plant Seeds on the Weeded Soil are Stuck on the first Soil patches and ignor all other Weeded Soil that is available. So i have to plant atm manually.
And at some spots the Weed-Tint is removed but not the Plant so thair are multiple on some Spots.
For a better understanding i recreat the Code that is Flickering and for the Sake of understanding, becaus it is to fast to make a propper Screenshot, i added the missing second Arrow at the bottom in. Basicly the both positions are stuck with the Arrow is jumpunkt between them and teh bot does nothing.
I see i uploadet the wrong code xD
The Game is realy easy to understand, so the Discord wuld not change that Problem, a simple fix is removing the repeat with the Storage check for the Plank and Pole production, The Seeding is a very Simple Code and they got stuck on 2-6 Soil to work on and do mostly nothing.
Ok now that you have uploaded those final screenshots I can confirm you are NOT experiencing a bug. (If you read the changelog) The repeat until storage full command works at 95% of the storage capacity (useful for small storages and taking out items) and 95% of 400 is 380.
TL:DR Everything is fine in terms of storage
I think I've found a bug, the repeat x times works fine when I use it inside an infinite or another loop but when the repeat x times is the outer loop ( I wanted a worker bot to create 4 other bots and no more than that ) the worker bot doesn't stop making other bots and the repeate x times becomes an infinite loop.
I am experiencing a GUI bug with the new beacon setting, when you put a "Find nearest Basic Workerbot" inside one loop (in my case a "Forever", haven't tested with "Repeat", but it should happen to every "Find xxx" if you insert enough "repeat"s) you can no longer klick on the "beacon selector button" (see pic below...)
Just as a suggestion, I know you changed the full/not full from 100% to 95%. Is there a way you could make that number editable, such that I could tell a specific robot to wait until say 98% or 92%? And could you also try to make a similar thing but for empty/not empty where it'd be 5%? You might need a check in there to make sure the player isn't setting the numbers wrong, though...
I purchased Autonauts when it was version 4, because the core concept is very charming.
But with automisation being the key feature, I find it frustrating that the code doesn't fit the window as soon as loops are added. This is becoming more of an issue now with nested loops. I understand that you have lots of plans and that you can only ever do one thing at a time. But isn't coding the bots the main point of the game? Wouldn't you agree that legible code matters more than anything at this stage? Even if the current graphics for it are a placeholder? A wider window would take up too much room. But you're wasting so much valuable space inside that window with clunky graphics. Screen space is a very valuable commodity!
And the red "recording" background is strenuous. Imagine, you'd have to write your code on a red background and you'll get the idea.
Flashing is also strenuous and should be reserved for messages which require immediate attention. The flashing icons over the cows are an example of bad use of a flashing message. The milk icon is quite sufficient to inform the player.
And you have beautiful icons for every item. Wouldn't they be a good means to avoid this sort of mess in the inventory?
Sorry about sounding "bossy". I don't mean to. I'm just trying to be clear and explain my opinion well. It's nevertheless just my personal opinion.
No need to apologize ;-)
I agree with your "everybody finds different things important" statement.
It is just my personal belief that the UI matters most, particularly in entertainment software. Because the UI is what any player interacts with all the time. It's the same with tools: if a tool fits your hands well, working with it is a joy. If the grip hurts because of it's awkward shape, your work is painful.
I strongly believe that good access to the available features is of greater importance than additional features. Five easy to use features give me more joy than ten inaccessible features. (I know I'm exaggerating.)
That being said, I love the humorous appearance of your game. I'm impressed by what you've accomplished in the past two weeks. And I'm glad I discovered Autonauts. It's fun to play and I'm very curious as to where it will go.
@ Dev's ... So is the Update causing me lags or stuttering or do i have to much... for the unity Engine?
I mean, Win10, 64Bit, 8 Cores @ 25% , 16GB Ram @ 80%, 2.274 TFLOPS - 1GB - DX11 @ 42% (i know the GPU is lame old granny with 8 years but it handels so much Games today.) that all shuld easely handle the Game. ;)
I always Run 1920 x 1080 @ Fantastic, i think i only set it to fantastic once in the manual loadet 64bit version and the 32bit and the itch.io app always used these settings.
I think this could be that my SSD was crowded and only got 3gb left. I will look into it after doing my mails. The System is cleaned atm. ;)
Just a thought cabal, you might want to get a hard drive and put ALL your games and files on there, but keep the operating system on your ssd. you're lag issues are from the ssd. if it is over half full the ssd starts slowing down. investing in any size hard drive to put games and stuff on will greatly help you. and with files i mean documents, desktop, etc. i can give you some instuctions on how to do that if you would like. it will certainly help. i did it to mine and it's running twice as fast.
When I loaded my save my autonaut suddenly doesn't want to pick up any items. The bots who have to find an item and than pick it up can't either. When I check their programs it seems like they find the item but they simply can't pick it up.
btw: everything is fine when they have to pick up something from storage.
Ok this was a bug in 6.0 and 6.1. If you update to 6.2 it shouldn't happen anymore. Also I've fixed your old level file so you can keep going.
https://www.dropbox.com/s/3te0r6i2c6j1tq4/V6.txt?dl=0
Thanks
For some reason my pickerupper bots have decided to run back and forth between my two cereal farms. Instead of just gathering the nearest 6 cereal and popping it into storage, they're getting maybe 2 or 3, then running past the fertilizer/windmill to the other field and getting one, and then running back twice more, then delivering. Their orders are as follows:
REPEAT(hands full) find, move to, pick up cereal
REPEAT(hands empty) move to storage, drop off cereal
on forever ^^
I dunno if it's a pathing algorithm, but they are most definitely not looking for the "nearest" cereal...
Can you add the 4 bars of inventory on screen as hud and stack item in those 4 slots? like having different tools or the same tools on the bar at the same times, because press , is kind of inconvenient. Add a feature where you spawn on a random island that's big enough to begin with when create new world.
I have an issue where a worker bot can't be charged from inside of a building. The recharge bot wouldn't react to it and the farmer can't interact with it at all. I tried recharging the bot with empty hands, but I just grabbed from the fertilizer storage. I tried with items in my hands, nothing. I tried these both while having the whistle blown, nothing. I fear if I can't retrieve the bot then poor Chinsuko will starve :(
I started the game for today an hour ago and reload it two times, to realise that these cereal crops don't grow fully like they are just planted on weeded Soil. After someone wrote it here i realised that fertilizer brings me the missed use for that hoe. So i set everythin up for that new discovery and all fields wehre fully grown the first minutes. now i realise after some game hours from jesterday thes bots only worked on that small part.
i can manual cut the cereals to get the bots working again on that fertile soil, but that shuldn happen.
and now that i know to fertilise may farm i can clearly see all the soil patches that are buggey and fifteen is much more as i thought the first time i report that.
just for you, an update on my world. xD
i think the weed is only partial fixed for my old world and the cows only eat gras atm. and the straw... well i think i got alot to feed them and 1k in storage... ^^ cereals are also available for my cows, see that two small stacks? that are the cereals i mention for my cows + 1k in Storage. :'D
Edit: Also that delicious Apple Pie-Stream... JUMMY
https://we.tl/YqFAek2rt0 here it is! Sorry about delay, only got compy back today. Been talking from mobile
I've got some funky stuff going on with the cereal planters - got a nice big patch of fertilized and tilled soil... But when I tell them to go find nearest free spot, they plant *one* seed and hang up. The cereal grows beneath them, gets cut and only *then* they deign to go plant the next spot.
Are they thinking that the planted ground they're standing on is the closest tilled soil or something?
It was in 6.2, save continued from about v3, but I reprogrammed the planters in version 5 I think? Here's the script, he was just endlessly cycling through the three steps of find-move-plant
Hmmm, I just erased him and gave him the exact same steps and he now plants them properly. All other planters on the save still glitching.
So looks like the bug just held on from the older version?
I see the behavior ardynor describes, however 6.2 is the first and only version I've had. I waited a while longer, perhaps, than ardynor and saw that eventually the bot does move on. Breaking the cycle, e.g., by putting in a moveto coords, does not workaround the issue as the bot just retargets the same spot, which is now not plantable is cycles through the list of actions again. That is, I tried the program ardynor shows and a whole mess of others, any that find and move to tilled soil present this issue.
Oh and now a new thing.
So I decided to auto-build a bridge.
And then make it extra bridgey.
Unfortunately, the bots did not take well to the experiment.
The nice convex portion in the middle went smoothly. But after fourth and fifth row, their little minds started to break. They stop placing parts and just... walk away. Into top left corner of the map. Here's two 'pilgrims'.
There also is a third one that got much closer.
After a recharge, two of them settled down in a corner while one came back to work. I was just about to say that somehow it seems to only affect plank and pole bots, but here my log placing bot went off too. Buut one of the previously stuck bots came back.
So yeah. Fun.
@Denki: pls remeber the last pos of the find near an beacon and search form there...cause when the little bots are more away form the mid-point (where the beacon is) they e.g. go on the top and the down and then top...go on go on and that is really anoying cause the battery drain...
i hope i could discribe my problem/idea in hopefully good english...forgive me ;D
Finki
I am not sure if this is a bug but I created a crude workerbot (Hedy) to specifically charge only Basic Workerbot. However, I noticed that it still trying to charge other Crude workerbot. I tried resetting Hedy's instruction already (removing all instruction) but still no good.
I am not sure if this is already reported or not. If it is I am very sorry.
And thank you for the nice game.
this game is amazing and has a lot of potential. it's like factorio but i'm fine with that, it adds other mobs to deal with and it's great! i do have 1 request that we can code bots using python, like if then else, or something like that, maybe an option to have a specific code where we can type it in or the normal way to code it, idk, whatever is easier. anyways.
so i told the bot to go to where my seeds are kept, pick up 5 and take it to the seedling tray, and repeat that 3 times, then go to the fertiliser storage and pick up 5 fertiliser and put it into the seedling tray. instead it went and picked 5 seeds, took it to the tray, did it again, so far so good. did it again, still good, then it did it again. didn't go to the next step which is to pick up fertiliser.. either i'm a numpty and screwed up or this is a bug, i am using the crude robots though
Below is the code i used when i found this bug:
|====forever
| |=====repeat 3 times
| | go to general storage (tree seed)
| | |======repeat 5 times
| | | take from general storage (tree seed)
| | |======
| | go to seedling tray
| | |======repeat until hand empty
| | |put into seedling tray
| | |======
| |=====
| go to fertiliser storage
| |======repeat 5 times
| | take from fertiliser storage
| |======
| go to seedling tray
| |======repeat until hand empty
| |put into seedling tray
| |======
|====
oh ok, well i hope to see it resolved soon. But seriously, more options for coding bots would be fantastic. Some people could really go nuts with typing the code in and stuff. I personally find it more appealing to type code in myself and it will serve as a learning tool for people to learn how basic python coding works. If it isn't added it's not a big deal. This game is amazing and i would love to donate but sadly i don't have access to my bank account yet
Good evening, I have some suggestions for the game:
Some wonky things I was able to do:
When is put repeat puttting things in workbench or saw until a storage is full, it doesn't work. One example is that when I program a bot to put logs in bench saw until a pole storage is full in forever, it just shows a arrow going from repeat to forever. The bot just stays there. Also is there gonna be an enemy in game or a story/quest in game