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Autonauts

Make and teach robots to automate the world! · By Denki

Feedback, Bugs 'n' Stuff Sticky

A topic by Denki created Jul 12, 2017 Views: 82,672 Replies: 1,410
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(+1)

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(

Developer

We'll be working on a solution to this problem very soon. In fact Version 6 on Monday will start to make this better :)

Is this a bug or not when workerbot use metal axe is slower than the wooden axe when chopping pine tree.

Developer

Yes that's a known bug and will be fixed in Version 6 on Monday. Thanks for reporting :)

Deleted 4 years ago
Developer(+1)

Yes really sorry about the out of date video. We REALLY need to make a new one, we've just not had time. But we will!! :) Thanks

Deleted 4 years ago

If you drop an item on the same square as a tree you can't pick the item up until the tree is chopped down.

At start of game I clicked the wrong button on my mouse and dropped my axe on tree, rather than using it on the tree.

Developer(+1)

Ok yes this is a problem, sorry :( Version 6 out on Monday will stop you doing this. Thanks

(+1)

Upon Save/Load items that robots are carrying seems to get lost. 

Example on version 5 I found that my milking robot loads at the milk storage holding an empty bucket and on the order empty milk. o

orders in a Forever loop:

  1. find a cow
  2. milk it
  3. go to milk storage
  4. empty in to storage
Developer(+1)

I'm not quite sure what's happening here. So you say that when the level loads you're seeing the Worker holding an empty bucket at the Milk Storage. What state was the Worker/Bucket when you saved it?

(+1)

I discovered the same issue when I used two bots getting milk. When both bots try to get the milk, only one is getting it actually. But both try to put it into the storage. The bot with the milk is successful the other is hanging by trying to empty the empty bucket for ever.

(1 edit)

I found a bug! In the new update the command "until storage empty or full" was added.  You have the option to select what storage you want the command to apply to...the problem is that you cannot select the milk storage as an option. Thank you for your wonderful game. I've enjoyed playing it! =D

Developer

Yes this is a known bug and will be fixed in Version 6 on Monday. Thanks for reporting it!

Alright! =D Glad to help

(+1)

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!

Developer(+1)

Thanks for these.

1. Improving the scripting system is something we'll be working on soon.

2. Do you have an example of how you'd like to use this ability?

3. Not sure what you mean here.

Thanks!

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.

Developer

Ok thanks for clarifying. 

We'll be improving and adding to the scripting system as we go and it should be able to cope with most situations depending on how complex you want to make a script.

Idk if it's a bug or not, but sometimes recharger bots won't recharge any bots, it happens randomly . I've yet not seen a pattern as why they do it, but just letting you know.

Developer

Is it possible the bot that needs to be charged is out of the recharger bot's search range?

(1 edit)

No, I've checked that, it's in range.

Developer

Ok if you manage to do it again could you send me your save file please? Thanks

Alright!

(+2)

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.

(+1)

i make it so the same robot that cuts the planks to poles also puts them in so the robot gets stuck waiting for there to be space 

That's a really good idea. I don't know why I didn't think of that :P

Developer(+1)

Version 6 on Monday should hopefully address that. Rather than testing at 100% full it now tests at 95%. 

Thanks!

Great also if you create confirmed bugs documment you will get less bug repoart of the same thing.;-) 

Developer

Yes we're in the process of making our bug list ready for everyone to read. Thanks!

could you make it so the stone can be used to make a bridge because then people wont get angry because of you removing the fence glitch that allows you to get to over islands and they will have a good use for stone!

Developer

Thanks. Version 6 (out on Monday) will hopefully address some of these things.

yay!

(+2)

Request: repeat n times. :)

Developer

We'll be adding this at some point so keep a look out :)

Sweet, thanks! :)

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.

Developer(+1)

Yes the whole timing of most things is placeholder but Crops are the worst. We'll be balancing better when we have the tech tree more stable.

Thanks

Bug: I have a robot with a metal hoe going around tilling my fields, but sometimes he gets stuck on the last tile. When I open his code, it says he's on "Find Nearest Soil." Usually it happens when he's standing directly adjacent to the last soil block (adjacent being the 8 blocks around him).

Developer(+1)

There's a similar bug when a bot digs a hole for a tree, but the seed planting bot can't find it. That bug is fixed for Version 6 so hopefully your one will also be fixed. 

(1 edit) (+1)

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!

Developer

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!

Developer(+1)

We've made a number of fixes related to Crops in Version 6 (which should be out some time today) which will help the problem of the bots not planting seeds. Hopefully it will also resolve the issue of the bots stalling. Oh and it will also fix the Folk names not saving :)

Thanks!

(1 edit)

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.

im waiting the version 6 i hate night time...... what are the new features??? im excited!!!!

(-2)

That isn't night. Day/night cycles haven't been implemented. What you're seeing is a bug that the devs haven't been able to replicate, making it harder to fix.

(1 edit)

i know thats a bug the dark ground

Developer(+1)

I've made a few more changes in Version 6 to the way the game draws the ground so I'm hoping that will solve the problem. If not please let me know.

i hope it will fix

whats the differnce with the sickle and the scyth?

Developer

At the moment nothing. We'll add a difference into a later version

ah thanks for letting me know

(+1)

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 

Developer

If you update to 6.2 it should fix the incineration problem. 

The bucket storage is a known bug. 

Thanks for reporting!

It is impossible to unlock new regions with bridges. I can't reveal a new map chunk while standing on a bridge, and I also can't build a bridge in the dark area.

Developer

Try updating again to 6.2 which should fix this (and other problems). Thanks!

i have 6.2 and cannot build bridges in the fog :( what can i do?

Developer

OK can you send me your level file please?

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)

Developer

Oh I see. Yes when you put down your Blueprints for the bridge you can drag into the fogged area (as long as you start in a visible area). That should solve your problem.

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