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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: 82,637 Replies: 1,410
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Hey denki i've discovered an interesting bug where if you place a flooring over top of sea water, then place a crude data storage on top of the flooring that is covering the sea water that data storage over time will slowly sink more and more into the ground until it disappears i have not tried this with other items though...

Developer

Hmm, that IS very strange. I have a few questions if you don't mind. Do you interact with this storage at all? Do you add/remove items into that same tile? Do you/bots walk into the same tile at all? When you say "over time" how much time are you meaning?

(1 edit)

I do pick it up some times cause its my "Recharge Bot " data storage for when ever i need a new recharge bot but not for anything else. The tile is only used for the data storage. and i dont unless im going to pick it up and the bots dont not that i know of its kind of out of the way. By time i actually mean - because i just discovered this - every time you load up the saved state.

Developer

I tried doing what you said and couldn't make it happen. Could you send me your map file please?

(1 edit)

You got an email i could use i have no idea how to do it otherwise.

Also here's what it looks like after one save and load.

Developer(-1)

You can send it a number of ways.

email : aaron.puzey@denki.co.uk

Discord : join our Discord server and send it in a Direct Message.

Internet File Sharing : I use DropBox but there are loads of free online file sharing services available.

Thanks!

Developer

Thanks for the level. I'll have a fix for that in the next version.

thanks


:(

Developer

Click on the apple in the top left-hand corner of the menu bar and select System Preferences...

Click on Security & Privacy.

At the bottom of the window you should see "Autonauts" was blocked from opening because it is not from an identified developer.

To the right of that there's an option 'Open Anyway' - click that.

You should get another warning: "Autonauts is from an unidentified developer. Are you sure you want to open it?"

Click the Open option to run Autonauts.

You won't get the warning again unless you download an updated version.


Hope that helps. Let us know if you have any further questions.

Great game so far Denki. In having a lot of fun trying to make my bots as efficient as I possibly can.

Minor bug report for v20.1 (win x64 with lighting):

When chopping trees the first few chops sound correctly but then towards the end of the chopping process the sound either stops playing or plays out of order i.e. only every second hit to the tree.

Suggestion(s):

1) I'd like to up-vote the if-statement request I saw on the bug/request spreadsheet. it is -really- needed for more efficient setups that prevent stacks and stacks of stuff on the ground and also to better control when the bots fetch new tools vs. storage full loops. At the moment there is no good way to inter-mix the repeat loops in such a way that say a tree chopper bot properly stops it's work when storage is full (which appears to be at about the 90% mark or so?) while at the same time monitoring it's own tool durability to go fetch a new tool as needed. An if-statement would allow way better control for these situations, which prevents tons and tons of stacks of things on the ground. The more entities in the world, the more laggy it could potentially get. Imho an if-statement addition should become a somewhat high priority being added to the game for this reason. It would also help eliminate some of the crazy item towers that seem to occur quite often.

2) As an expansion on the already requested if-statement, perhaps do a combination of the "find nearest X" and an if-statement allowing for a condition where wrapped code is only executed if that "find nearest X" function is true. As an example: if "find nearest stone" [ go grab stone, stuff stone in storage ] - next line: if "find nearest ore [ go grab ore, stuff ore in storage ]. With a conditional version of the "find nearest X" it would be possible to have one robot search for more than one thing, thus allowing a single bot to clean up the mining mess that the mining bot leaves behind - or even have the mining bot search the ground to figure out what it just mined and properly stuff it in storage without grinding to a halt if either stone or ore was not dug up.

3) Bot update: a memory card upgrade. Perhaps in different sizes. When setting up bot makers, I find that 32kb (or 32 command lines) is short by 4-8kb to allow a single bot to create a new bot, stuff it in worker storage and craft a name tag. It seems kind of wasteful to me to have to craft up a second bot just to do those few extra things. Of course only one memory card may be installed at any given time and having a memory card installed in a bot imho should prevent the floppy disk from being used to make a backup / copy of the "program" since logically the memory expansion would exceed the size of the floppy. (also prevents situations where people try to copy from a memory expanded bot to a non-expanded bot).

4) "Move to beacon (?)" (?) = select beacon as normal. I assume that naming beacons will become possible at some point in time. If that is already possible I have yet to figure out how it's done.

5) We have these 6 command menus in the teach panel, most of which are empty at the moment. I'm not sure whether this has been requested before (couldnt find it) but perhaps add some of the more tricky commands to those menus, like the "find nearest X" command. This would make it easier to complete recharge bots without having to wait for a random bot to run out of juice. Just a thought, nothing high priority.

Keep up the great work Denki!

Developer

Thanks Sharidan!

Yep we get near constant requests to make the "IF" instruction happen  :) It's a fairly non-trivial thing to implement which is why it's not happened yet! But rest assured it's high on our list.

Also we'll be adding all the usual programming features like branching, comparitors and arithmethic operations.

Memory upgrades are definitely planned.

Are you wanting a "Move To Beacon" instruction? How would you use that? Also Beacons can be named by pressed Z with one in hand.

Yes we'll be adding all of the instructions into those menus at some point.

Thanks for the great feedback!

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To put it all into one word: Excellent! :D

Regarding the "Move to beacon" command: I frequently set my bots to move to a specific location when their actual work process is completed - i.e. when the storage they are monitoring runs full and they stop their work. A "Move to beacon" command would allow three scenarios to play out:

1) When a bot completes its work it moves out of the way indicating visually to me that this particular process is in idle mode and it thus also makes it easier to locate the bot in the world since they are all gathered around the beacon.

2) When moving my build beacon all my builder bots that are currently idling because no build projects are active, would move to the new beacon location so they are already at location when I start throwing down blueprints. I usually grab the beacon and set my player character to move to the new location, then through the build menu I start moving their source storage boxes to the new location. With a "Move to beacon" instruction, I would simply stop/start my bots and have them move there instead of having to wait for them to catch up once the first blueprint has been put down.

3) Migrating bots that move over great distances could be made to travel specific routes by applying multiple "Move to beacon" instructions which would make laying out stone paths as roads easier to handle. A recharge bot could then also be placed at each of these route beacons to make sure the traveling bots don't run out of juice mid-route.

This suggestion also sprung to mind just now:

Allow those "buildings" that don't require flooring to be placed on flooring, like the storage boxes can. I'm currently reorganizing all my stuff and creating buildings to put things into, but I have to leave the "floor" of the building empty for things like the porridge pot etc. because they wont go on flooring.

Thank you for hint about the Z key. I completely forgot about that one!

Good morning! I would love if in the build menu you could hover your cursor over the item and it would tell you what is needed to make that item. Same goes for when you're changing a recipe in a work station already built!

Developer

Hello! Actually we already have those requests on our Suggestion List. I've just not had time to add them yet. Thanks

Hello!

My steamworker doesn't move. I have to recharge it.  I can't recharge it, I can't hold up.  It stands in one place before the general storage.

I tried restart it with a water filled bucket too. Nothing happens.

Whats the problem?


Csuhi

Developer

Try adding some logs, planks or poles to it :)

(+1)


I just find this hillarious how you can stack folk on top of eachother. Also my bots now try to feed folk that are not in the huts and i really dont want them too i dont remeber them doing this before.

Also interesting suggestion maybe some "section blueprints" so i dont have to continuously place every object for my village setup

Developer

We're in the process of changing the way the Folk work and feeding them outside of a hut is part of that. This will become more obvious how it works in the next version.

Thanks

(+1)

Excuse me but my english is very bad and I work with a translator.

I have the following problem and I think this is also the problem of Csuhi81.

I built a crude wash tube and a bot takes the clay pot (dirty). Another bot brings the clean clay pot to the storage. And for this to work, another bot uses a bucket to collect water from the waterstorage and bring it to the crude wash tube. This also works for a while and then nothing works. Why? The bot with the bucket is standing in front of the waterstorage, wants to fill it, but it is already full. That's why I taught the bucket and it went on for a while. I have watched this time then. At some point this bot empties his bucket into the CrudeWashTube and the bucket is still full. And if he now executes his order to fill this bucket at the waterstorage, it stops because the bucket is already full. This does not work then, although the Crude Wash tube is empty. I have to empty the bucket first and then it goes on for a while until it is back in front of the waterstorage with a full bucket of water, even though the Crude Wash tube is empty. 

He can not execute his command to fill the bucket, as it is (still) full.

Thanks

Norbert

Developer

Yes this is a known bug. I'll be doing a fix for it soon. Thanks for reporting! :)

Thank you for your prompt replay.

Your game is a lot of fun. :)

Developer

\o/    Thanks!

(2 edits)

Here is how I set up my bot to find a bucket, fill it with water and fill the wash tub 3 times, find and wash dirty pots 10 times, and repeat everything forever.  I have another bot return the clean pots to storage.

I use a similar method for cleaning dirty folk, returning them to their homes, and refilling the tub as needed.  It always seems to take 3 buckets of water to fill a tub and 10 pots or 10 folk or 10 clothing being washed to empty the tub.  Below is how I set up the bot for cleaning folk.

Hi!


I made a new storage container near BB011.

I missclicked, wanted to put log into the clay machine, but put into the empty container. 

Then I want to take out that one log, and I see 58 logs in there, the same amount that was in the original container near BB007.

Is there possible bug, or I am too tired?

20.1 version

Developer

All storage is shared in Autonauts. So if you have 10/100 logs and you create a new storage you'll have 10/200 logs. All you've done is increased your storage capacity.

Is that what you're seeing or is there something else?

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Wow, I didn't know that. I saw that then.

For version 21, I might have found a bug (or two).

A) My bots can't find dirty folk! B) I can't clean dirty folk!

A - When using the (very smart) program interface, it suggests using "find nearest Folk (Dirty)" (because the "folk" is dirty), but when I run the "program", the bot just waits. The "Folk" is of cause also "Hungry", but that is taken care of by another bot and that works.

B - So I "manually" change the (small) dirty Jumpers on the Folk, pick them up and go to the Crude Wash Tub, but I can't drop them into it! Is that a bug or I'm I doing it the wrong way?

This is by the way a totally cool game. The best!

Developer

Folk need to be naked to get washed :) Bots won't find dirty folk if they're wearing clothes. You can teach a bot to remove their dirty clothing using a basket.

Thanks   \o/

No, thank you :) For a fast answer, putting up with me and a great game :D

How do you make a basket?

Developer

At the workbench :)

I have found a new problem where autonauts cannot run in xenial linux. It just crases, but the window pops up. maybe I just haven't installed something:)

Developer

Oh no! If you send me a file called ~/.config/unity3d/Denki/Autonauts/Player.log I can have a look and see if there's anything useful in there.

I launched it from itch.io PS. does denki have a rooted chromebook with linux?

Developer

When you say you launched it from "itch.io" do you mean the official Itch app? or do you mean the link on the Autonauts Itch web page? If it's the latter can I confirm you've unzipped the download correctly?

Unfortunately we don't have any version of Linux to test on. We've been relying on the community's testing efforts to tell us when something is wrong.

I launched it from the official app.

Developer

It might be worth trying the "NoLighting" version to see if that makes a difference.

Failing that I'd really need to see that log file to go any further

In regards to the e-mail I (and i assume many others) received on or about the 24th of November, since kickstarter didn't work out, is there a way we can still help support the team that's working on it? A donation page or something? I really like this game and would hate to see it die off. Please let me know if i, and others, can help in anyway.

Respectfully,
ChicagoBob

Developer

Thanks, ChicagoBob! That's a lovely thought. We will reactivate the option to donate on download via itch.io, because that's at least an existing means of allowing people to optionally support the development Autonauts. We should probably set up a Patreon account, too.

Hi Denki!

Um... I can't rotate fence posts. Is that a bug or am I missing something?

Developer

You can't. Fences will automatically rotate depending on what other fences are around them

oh btw, you can rotate gates, so you can make double gates and also vertical gates

just so you know.

My tree farm is in shambles because whenever I'm not watching (when they are off-screen), the tree seeds would disappear.

Developer

Yes seeds expire after a certain amount of time so you need to make a bot that goes around collecting them and putting them into storage

I have two bugs to report:


#1: Nested "Times" loops - If you have two of these loops inside of each other, it proceeds to complete the loop the first time but then jumps to the outer loop rather than looping through the inner loop.  I was trying to use a bench saw with an arm load of planks to make poles and have the workerbot grab four poles at a time four times.  There is a "work around" to use the "Until hands full" loop instead, but it is none the less a bug.


#2 Simultaneous production of same item stalls out - If I have multiple production areas for the same item, such as three worker bots all making metal bars, there is a glitch after the first bot deposits resources into storage when the storage buildings are full.  The first bot to attempt to store the item simply stops and waits until the storage unit empties from its use elsewhere (like another production chain making metal plates) but the subsequent bots all attempting to put items into storage proceed to the next instruction while carrying the item they were intending to put into storage.  In this case, they still have their hands full of metal bars while trying to grab some metal ore from another storage container.

Like I said, if it is a solitary production chain I don't have any problems, but only when there are multiple bots involved with the same time all trying to put items into storage at the same time or shortly after the storage fills up.  This also isn't isolated to just metal bars but also happens with cereal seed and every other production chain I've built where I've had a bot using multiple item types.  Obviously it doesn't matter if for example I have a workerbot picking up cereal and just taking it to a storage chest, because the one extra piece of cereal is what they are trying to grab anyway.  It does matter if it is a different kind of item though and more complex instructions for those bots.

What I'm doing right now is to manually go around the map and stop each worker bot on these stalled production chains, collect all of the items including any items they may have left on the ground due to the stalled production, and then restart them one by one when the storage container is empty or almost empty.  Having many storage containers of the same time helps in terms of a buffer, but I have some (like the cereal seed) with over 10k storage space that has been completely full and then emptied completely from other production areas before I need to run all over the map and restart production again.

I would love to have the situation where all of the workerbots simply wait when the storage is full until there is some empty space in the storage unit.  I would imagine prioritizing a dozen bots who are trying to simultaneously put something like cereal seed into storage (which I have done) is not an easy thing to work out though on your part.  Best of luck trying to solve this bug.


Anyway, thank you for your efforts Denki Games, and I am really enjoying this game.

Developer(+1)

Thanks for the bugs!

#1 This is a known bug, thanks

#2 This is possible known already. The current known bug only happens if two bots, at the same time, attempt to put in a resource into storage that has only 1 empty space. One of the bots succeeds and the other one skips an instruction. Is this possibly what you're seeing?

You can see a list of our current bugs (and user suggestions) here 

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

Thanks

It doesn't necessarily need to happen simultaneously though.  Like I said, I can have a dozen bots all at very different stages in the processing of an item type (such as running threshers with cereal) and all but one of the bots will have this glitch.  It seems to be something to do with how they are reacting to the storage unit once it is full.  If I had to guess, it was a boundary condition you are using with the test for a full storage container, where you are currently only looking at if the bot put in the last item.

Those logic bugs are the kind that tear your hair out, so I completely understand and am sympathetic with why it exists.


I even get a sort of weird situation where due to the fact it isn't completely simultaneous that some arbitrary number of bots won't necessarily glitch out.   What I think is happening there is that due to the heavy demand of that item to and from multiple storage containers, that the bots who glitch out slow down production thus allowing the other bots who are consuming that item (like making bread) to catch up and make space available to some of these bots who aren't glitching to put items into storage.  If for some reason the consumption of items from the whole production chain is halted (as is the case sometimes when setting up a completely unrelated production chain), I have this happen to all but one of the bots without fail.  I can easily reproduce this situation every time it fits this criteria.

Developer

hmmm. There's nothing special about the last bot that put something in so it should be all-or-nothing really. Can you do me a favour and send me your level please so I can have a look? If you could set it up ready to go wrong that would be great.

(3 edits)

Here are some example test files which demonstrate this bug:


LineHalt1.txt


This is a large scale production of clay pots that I'm doing (with support bots leading the production chain... I'm doing clay pots to show it more clearly).  Here you will see several workerbots making raw clay pots simultaneously, and when it hits the storage peak, all but one will stop.  If I ramp up production of the clay pots after the storage containers are full, all of the bots but one are glitched out.


Another situation is here:


LineHalt2.txt


Here I have multiple bots both consuming and making raw clay pots.  The production of raw clay posts is slightly higher, so one or more of the bots are going to glitch out but the others will continue afterward.  A situation like this can have a second or third bot eventually glitch out.  If you aren't closely paying attention to the situation, what will happen is that the glitched out item production will gradually start to fall until the storage containers eventually go empty.

I hope that helps you out in seeing a test condition to catch this bug.

Developer(+1)

ok thanks for your help. I've added it to the bug list.

Not sure if this is a bug but my Clay Furnace isn't making crude bread.What do I do?

Developer

Bread is now made in the Crude Oven.

Thanks!

Mattshea thanks for not playing the new version of Autonauts because of that i thought it was the clay furnace that did that.btw Mattshea is a amazing guy.i like his videos.Without him i wouldn't even have know about this amazing game.

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Can you fix 2 big problems for me?They are both about the camera. Sometimes when i press the camera controls it doesn't always move when i want it to and when it atuosaves it sends my camera in a random dirtecion and i don't know where i am sometime and i have to press the x button to find my character. 

Developer

The first bug is probably because your cursor is hovering over a panel like the Brain. Move it back into the world and it should be fine. This is a known bug and will be fixed at some point.

The second bug: Are you moving the camera at the point when the game autosaves?

(1 edit)

for the first bug i talking about my cursor is in the world and it doesn't do it.the second bug it's like this i be moving the camera then it autosaves then i get thrown in a random dirtecion and i don't even know when it autosaves so i have to hope that i get lucky to stop moving the camera when it does that.Also when it autosaves it makes me think the hame froze. 

I have an issue where my autonaut is programmed to get water from water storage, add it to a crude wash tub, and repeat indefinitely.  Sometimes when the tub is being used to clean something, the water doesn't get added to it, but the autonaut thinks it does.  It then tries to refill the bucket already full with water and gets stuck. 

Developer

I replied to your previous message but in case anyone else sees this, this is actually a known bug on our bug list. Thanks for reporting :)

I found a glitch where, if you are mass producing almost anything, at some point, the autonaut might try to use the result to try to make the result. E.g. I have autonauts mass producing metal, (I've checked the code many times to see if it is on my end, but it's not) occasionally they'll glitch out and somehow be trying to make metal using metal. More specifically, the instructions are Add Charcoal>Add Ore>Grab Nearest Metal>Place in Storage>Repeat but they somehow are holding metal, and thus stopping, before they even add the ore. If the storage is full they should just wait, not continue with the process. Even if they did continue with the process, they would stop before they even add the charcoal. Is this a glitch, or am I just not noticing a bug in my code?

Developer

There's possibly a bug where 2 bots try to add metal to Storage that has one 1 space left. Is this what's happening?

Something else do check, the Repeat instruction has a little check box on the right. Make sure it's clear.

I believe that is what's happening. I just recently found another post with this same glitch (The really long, two glitch post), so it's not just me. When you say have the checkbox clear, stupid question, do you mean clear clear, or like checked and ready sort of clear?

i have found a glitch were you can't craft or pick up

Cereal 

Developer

that sounds bad. Do you have any more details about how this happened?

(1 edit)

i load a save and I cant craft even though it says 0 logs for charcoal and I cant pick up Cereal but on a new save it is fixed it might be a problem when it loads and I had 25 robots so the robots might be the problem 

Developer

Can you send me the save file please and I'll take a look?

how do i send it?

Developer

you can use any number of online file sharing services. I use Dropbox but there's many others.

I will when I can get on my pc 

any others you now of?

Developer

just do a search for "free online file transfer". 

Here's one https://wetransfer.com/

(1 edit)

On the list for what to do I will have it done by next week

well i can't find it on my pc

Developer

When you click load it should display the full file path for your save file at the top of the load panel. It should be in that folder.

Suggestions:

1. Skins - Being able to change skins..

3. Batteries - Robots *live*longer..

3. Guy Fawkes Hat - Well.. I think it should  be just mask.. it has hat on it and look weird

4. New Resource - like Gold or Diamond .. prob just to *upgrade* tools that have durability / make tools do their jobs faster

 

Can you tell me how to train a bot to give a name badge to a newly created bot that doesn't have one yet?  Also, I cannot find the download for the releases after 21.2.  Thank you for your help.

Developer

Hello! At the moment you can't train a bot to apply Upgrades to other bots. We'll be adding that at some point

21.2 is still the latest build. We've stopped doing weekly builds while we concentrate on some new, big changes. We hope to release something early next year.

Thanks!

Thank you.  Did your reply mean that the following items that you described earlier this month are somewhere in 21.2?  Where are they?

Autonauts Update, December 2017

Now you won’t be thrown in at the deep end with everything available always from the start and no clue what to do. Now you get to complete objectives (or quests or missions depending on your preference) to unlock new blueprints and technology - especially if you look after the folk and help them become more civilised.

The folk now die if you neglect them for too long (no, you can’t recycle them; you build them a nice burial mound instead) but fortunately you can also breed folk (in a U-rated fashion using a special building and oysters, which are washed up on the beach).

Other new features include making the whistle for the bots, a quern for grinding crude flour, pumpkin pieces for food and a timeline that acts a little like a log (diary) by keeping track of your discoveries and inventions as you make them and when you complete key goals.

Merry Botmas!

Perhaps the biggest addition this week is Game Options, which let you choose between a more structured game and more freeform play - and whether to use key features or rules.

This means it's up to you if you want to play with the concept of death when it comes to raising Folk and automating their world - and if that's under the umbrella of the new day-night cycle.

Oh, and Bots are now made in key parts to assemble, which will ultimately lead to the potential for combinations of bods, heads, brains, drives and the like.

Developer

No those features will be available in the next release sometime early next year. We don't have an exact date yet.

Thanks

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