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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: 82,777 Replies: 1,410
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(1 edit)

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".

Developer

Some great ideas here. Some of them we've already got on our list. If you want to what we have so far you can view it here

https://docs.google.com/spreadsheets/d/1btXfrrRUyzqnH7Ce6kNGWe19pWT7bYGqMbLAqdHH...

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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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. ;)

no Spinning Hat Cap for faster bot movement?  hehehehe

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

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

edit2: show walking-path

Totally need IF / ELSE statements
also hard to click the checkboxes on find nearest command, it should be on the left side instead closest to the left wall so it doesn't get hidden.

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I found something interesting. I ordered my robot to dig out weeds and plant cereal seeds on the spot, but after approximately 10 times it plants the seed and the seed remains at the robot. 

EDIT: In the 7th version I don't experience the bug. 

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dunno if someone found it before me, but when creating a loop with X times within a loop for X times, the outer loop will run indefinitely.

example:

2 times[
    2 times[
         do X]
do y]

you might wanna try that. had a robot set up to make other robots, but only four at a time. ended up with an army of robots :D

EDIT:
i scrolled up a bit. someone else already reportet it.
i also had a hard time starting new because the tree seeds disappeared before i had time to make a workerbot to assign him to collect them. had to chop down an additional forest for new tree seeds to kickstart my tree farm :D

Developer

Yes nested "Repeat X Times" isn't supported yet. Thanks

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Hello,

For me cereal planting is bugged in 7.1 ( the worker stays in the same spot, plants, waits for the plant to grow and be harvested, plants again). Cereal seed planting works well.

I think he still sees that stop as a weeded soil as it keeps looping " Find nearest Weeded Soil" "Move to Weeded Soil".

Developer

Would you mind posting a picture of the script you use for this bot please?

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Sure, it's the same script i use for all bots

Also this happens for all buildings on 4k

you should move the >Move to General Storage with >Take from Gen.Storage inside repeat.

Nope, it works like this and it is faster :)

And that is not my problem, cereal gets picked up just fine.

Developer

So, just to be clear, Cereal Seed works fine but Cereal doesn't. Is that right?

Yep, i can give you a save if you want.

The game was started on 7.1 so there shouldn't be any upgrade issues.

Developer

ok yes that would be great if you could please.

I will do that as soon as i get home.

Also you where asking about a usage for the IF/ELSE statement. I would love that as it would allow me to tech them to get resources from the nearest general storage or from them ground instead of walking half a map when there is a log or something else next to the autobot.

Here is the save

https://1drv.ms/t/s!AiXBIYMh6Ex7ls8v7-ZQLL9ZzmFztA

Developer

Right I think I've got that big fixed. It should work in Version 8 on Monday. You'll need to reteach that particular bot however. Thanks

I have tried to automate the production of buckets but it wont let me.  The bot moves to General Storage but doesnt pick up anything but moves to basic workbench and gets stuck here.  Also when I was fixing this I seemed to have some "ghost" item in my hand as i was unable to pick anything up and i had to drop this "ghost" item on the group to fix it

Developer

Yes the "ghost" bucket is a known bug and will be fixed in version 8 on Monday. I think everything else you're seeing is as a result of this bug. Thanks

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Awesome game. Love the concept. On the bridges everything levetates for me but the ramps up to bridges are good. also the trees grow kinda wierd with the final growth step being lower than the preivious. looks cool tho and i don't mind it. being able to interact in the freecam would be cool. also a first person mode would be neat. thanks for the awesome game.

the following are not bugs but ideas. could the water start off being discovered or able to be discovered from the land as it is quite difficult to bridge and it makes the map look wierd. in the script for recharging a bot, it specifies crude or basic but they will do both anyway. maybe 'recharge bot' instead would be better. i like how the bots slow down as the battery becomes flat - that is a really cool feature. items in the inventory and not in the hands could change the speed of movement. also holding a 'heavy' items (which you can only hold one off in hands)  could slow down movement by more than 1 'light' item does (light - can hold 4 in hand). 

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please allow bots to carry others. i left the game running over dinner and have spent 20 mins manually moving bots and i don't know how much longer i will need to do it for to get to the basic bots. also i made a few hundred crude bots and the new ones with no name don't follow their script or do anything. kinda my fault for letting it run too long but a little annoying. any solutions before i start over? folks should not always sit in the same direction. in the huts it looks wierd.

Developer

We disabled bots carry bots because it was causing too many problems but we'll probably add it back in at some point.

Yes I'm trying to work out how the bots with no names bug is happening but I've not been able to work it out yet. So I don't really have a solution to fixing it for you yet.

Thanks

Hi guys i'd like to report that milk buckets are somewhat buggy IE they are sometimes invisible while being held in main slot of both player and robots and if i try to empty such bucket to milk storage nothing happens and i cant move ever again.

Hi, there seems to be a bug in the pathfinder, after building a bridge to the island on the west, at least 4 of my robots end up going all the way to the upper right corner of the map while looking for the closest item, including 3 cases that have a beacon nearby (foundation seeking builder-bots) and one that doesn't (a clay pot pickup bot).

Developer

Yes this is a known bug with my flaky route finding :) I'll be re-writing at some point. Thanks for reporting.

There also seems to be an issue that if I click far enough from the current location the player character will not move.

Developer

Yep this is a known issue. Thanks

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

Hi! I found a bug. Sometimes (every times I play Autonauts) I open the game and all is ok. But after  minutes of gameplay the image stop but the game continues. And I need to close the window and start everything again. I don't know what is happening.

Developer

Hmm sounds like a video driver thing. Can you send me a file called Autonauts_Data/output_log.txt please and I'll see if that has anything useful in it. Thanks

Hello!

First of all, it is my birthday this Sunday and it would be the best present ever if my favourite game, Autonauts, would be updated on my birthday. Please!

Now, onto the bugs:

I have found a bug which I have found on v8 macOS and v6 windows 64bit (I have only checked on these versions, it is likely that it is in other versions too) where a tree has the effect on it of a mouse hovering over it, so the leaves turn a lighter colour. This is fixed by hovering the mouse over the tree and moving it away again, but eventually another tree will have the same effect.

Also, I have found a rock that naturally spawned inside a mushroom, so the mushroom looks like it has spikes on it.

I don't know if this is a bug or not but I found a folk doing a handstand.

Developer

Hello. We're actually going to start doing builds every Friday and the first one will be in 3 days time so that kind of counts :)

Yep both of those issues are known. Thanks for reporting.

Think I found a bug, maybe. Everything disappeared from the world. Trees, buildings, grass, weeds, crops, folk, everything but the player. Weeds eventually started growing on soil, but otherwise the world was empty. This happened in 7.1 (screen shot is from 8.1, but it looks the same).

I was not sure I should report this because I did edit my save. I changed the names of the bots but nothing else. It is possible I made a mistake, but not likely. The edited save worked for a few days, and I have versions of the save that are still working.

My Emptiness

Me and the Weeds

Developer

Sounds like the level has been broken :( If you send me the file I can fix it and send it back. Thanks

I have a bug

If you program a bot to use a beacon and then pick up the beacon and move your player and don't put it down, the bot still finds stuff in the place the beacon used to be.

It would be awesome if the bot would find stuff in an area around the player/bot that picked it up.

Also, can you please delay the update to be on Sunday not Friday because it is my birthday then.

Btw I have played this game from v4

I don't think it is very smart to delay the update to Sunday if the next update is on Monday.... That doesn't make sense to me...

updates are now on Friday

WHAT IS THE CONVERTER!?!

what do you mean?

Developer

"converter" is our term for any machine that takes ingredients and converts them into something else.

o.....

can't open game shows only as a ZIP archive cannot decompress, it's on a Mac

I just downloaded the game for macOS, moved it to my desktop then ran it and it worked

I'm not completely sure if this is a bug or a feature, but here goes nothing:
I cant seem to change my crude robots original "sensing area" (or "work area") whatever it is called, not by changing by teaching it anything new, no nothing :( I just started so its only running a very simple "find tree in area, chop it, do forever" kinda script.

Also while I'm posting anyway, It might be nice with a simple UI thing that lets you know whether a building needs flooring or not, it was quite confusing at first. (The buildings that dont need floor should possibly also be able to be placed on flooring, just for looks :) ).

Regards Jule.

Developer

Both good points.

The Find Nearest area centers around where you teach the bot so by re-teaching in a different place, you'll set a new area. Also you can use a Beacon to specify an area. Just click the "?" symbol on the Find Nearest instruction and select the Beacon.

Yes buildings that require flooring are not clear at all. This is something we'll fix in a future version.

Thanks

Weird graphical issue. If a bot has a script and you put in a new script using the floppy disk, the old script is visible underneath it.

Developer

This is actually a known bug but thanks for reporting.

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haha! i posted the bug before you!

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