how do you install on linux?
i dont know if this is a bug but its a problem for me
when i try to save, sometimes just when i click save nothing happens
and sometimes i do save and it asks do you want to save and i click yes and it just stays light grey like when i just clicked it and nothing happens
i have tried reinstalling the game and try to save again and it happens again
i hope i could get some help thanks
On no! Well hopefully I can help. The next time it happens can you send me a file called Autonauts_Data/output_log.txt found in your install folder please? That's for the PC version. If you're using a different version please let me know. You can just copy/paste the contents of the file in a reply here or send me the file using an online file transfer service.
Thanks
Hello,
I am trying to speed up the creation of butter in order to speed up the production of pastries, raw apple pies, and apple pies. I am wondering what I could do with dung that would speed up cows becoming full. Should I leave dung on the grass, or should I convert dung into fertilizer and then put the fertilizer back on the grass, or should I incinerate the dung, or should I do something else? Thank you.

Hmm I have some bad news for you :( As long as there's grass to eat, the speed at which cows produce milk can't really be increased. Clearing the Dung will help make sure there's grass to eat but you can't put fertiliser on it to make it grow faster and even if you could, it wouldn't affect milk production.
Other players have noted that there aren't enough cows in the world to make milk fast enough to keep up with the demand for pies. This is something we need to balance properly in the future.
Thanks!
I noticed that there weren't enough cows too. So, I used MS Notepad to update the save file and I changed most of the sheep into cows, since we only need enough sheep to be sheered a few hundred times to make all of the wool to create all of the clothes that would ever be needed, and I wanted more cows to produce more milk.
I will try to slow down the eating of the apple pies by the Folk with some "Wait" commands to the bots that give them the pies. I think that if there was about 30 seconds of waiting within the Repeat loop of those bots that perhaps the milking of the cows could keep up.
I would like to request that you add two more "Repeat" options: "until ? Storage empty" and "until ? Storage not empty". I would like to connect these options to pairs of bots that would be similar to the bots that shout "Stop" and "Go" so that other bots can wait until they hear those shouts. For example, I would like my bots that make Pastries to wait until they hear "Go Pastries" before proceeding and will stop when they hear "Stop Pastries", but instead of the shouting bots waiting until the Pastry Storage is full or not, they would wait until the Butter Storage is empty or not. By stopping the Pastry makers when the Butter Storage is empty and forcing them to wait several minutes before starting making Pastries again, the Butter makers would have time to make a large amount of Butter. Thank you.


We've been posting a few things here on Itch and on our Discord server about anything new but most of our work has been rearranging existing things into something new players can understand more easily, so it's not very exciting stuff for more experienced players. Having said that we're going to make more of an effort to post more regularly. Thanks!
Hello i'm having a bug with cows nos moving/eating after moving to: 247,101; 247,102; 243,99; 243,98; 248,101. also if the go near there they almost "dash" away like 3-5 'blocks' in the opposite direction. i have found that picking them up and droping them will reset them, but if they move back they get stuck again.
Hello! Thanks for making an awesome game, its like Minecraft, Factorio and other similars that lack what you ve added in Autonauts. I never pay for videogames (i use pirated sowwy :( ), but I will donate for this one (as soon as I get some cash) and will definetely buy new version when it comes out officially. I will reward such an awesome idea.
I played for 3 days, so far found no bugs, sometimes I find workers that stopped for no reason I have to select them and click play again. I havent figured whether I somehow stopped them myself or is it an actual bug.
I am somewhat of programmer myself, but not a very good one (JS, PHP, C# but still learning a lot of things) thats why I enjoyed this game so much, in future I'd like to make videogames myself.
So I have some suggestions, is this the right page for suggestions? sowwt! Here they are:
1. Good idead - crude storage drive expands bot's memory.
2. Could you add IF, ELSE, OR, AND,
3. Im still learning ins and outs of the game, I see taht a bot can shout and i guess whenever some other bot hears certain shout it can break out of a loop, I yet have to test how this works. Another suggestion, could you add a lever that a bot or autonaut can press which will get another bot attached to this lever (or button, or beacon) to spring into action.
This is all so far, let me know whether my suggestions were valid or if I could help with testing or in any other way, I am somewhat exprienced with graphics (Photoshop, Illustrator, Inkscape, Blender), and used to be somewhat exprienced with web dev (php, java script, html5, css learning Java atm). my contact intervm3@gmail.com
Good luck with you game, I hope you will make tons of money, becpme right and open a successfull game dev studio!
Vladimir
Hey, thanks for the great Autonauts feedback.
Your problem with bots stopping : It's possibly a bug but more likely the bot's script that's at fault. If you can identify a specific bot that does this, send me a picture of the script and I'll have a look.
Your ideas are welcome and these are all things we'll be looking at in a future version, so thanks.
OK, here is a few bugs I've found.
1. Workbot can't find current beacon if another workbot is staying on it. (After start of algorithm left-bottom workbot will go to upper beacon)

2. Workbot can't find nearest water from lake (I don't know why, because another workbot can do this). From the other hand he can find water from sea.

3. And there are some artefacts on screen sometimes. I think it's when too many elements are on the screen at the same time.

You're issue 2 is probably due to the command "Find nearest Water ?" not being based upon a Beacon but instead being based on the location that the bot was when it was trained, as indicated by the ? symbol, while the bot is now too far from that training location and the training location being too far from any water. It could also be due to this bot being loaded with commands from data storage that had been saved from another bot whose own training location, as indicated by the ? symbol, is too far from this bot . You can retrain this bot and click on that ? symbol to use a nearby Beacon instead of the initial training location for finding the nearest water.
Another problem is that all of the Folk's huts are so close together that if the nearest water is on the opposite side of all of the huts from the bot that there is not sufficient time for the program to find the shortest pathway through all the huts to the water. When you place the huts, you should provide passage ways through them. Leave some gaps between the huts (and other buildings) so that bots can pass through them and the program can find a pathway.
I do not think that the lack of spaces between the huts will "prevent" all bots from walking to the water. I meant that where this bot is located relative to the water might be south of the huts. The red circle is showing the area that the program will search for the nearest water to find the shortest path, and that area includes about 100 huts. The program would calculate the lengths of the paths including those through the huts, but since the only paths through them are moving east-west between the rows (rather than moving north through non-existent gaps between huts), the amount of time to calculate all of those times for thousands of combinations of pairs of the 100 huts is so large that this bot doesn't move. If there were gaps, the program would find paths using them in a shorter amount of time and then could find the shortest path and thus the "nearest" water. The other bot that you mentioned no doubt has nearby water that is not reached by a path through the blockade of huts, and that long calculation and comparison of times would not be as great.
Hi again,
Before I continue a little info. I am a videogame addict for many years now, I will soon become an old man hehe but I still play for many hours a day. II really like strategies and resource managment games. Amoung my favorites are Sim City, Civilization, Age of Empires, Starcraft, Railroad Tycoon and many others. I also liek Minecraft, and what I like about it the most was automation of certain tasks, using red stone circuits and stuff, but it was lacking something I couldnt really put my finger what it is. So i built a giant self processing, self sorting rail station, got bored with it and never touched it again. Thne I discovered Factorio wich also a really nice mining crafting production chain game. But somehow out of all of these your game has the most potential to be the most fun in my personal top 5 list.
I understand that it is hard work and it is still work in progress, so I decided to make your life even harded and to give you a ton of suggestions!
I made a list of suggestions and added some explanations to it, sorry it is a bit long .
Containers
jI think no teleportation between containers would add functionality and gameplay, as player would have to design material hubs with warehouses as well as transport paths using wheeled carts and such to deliver raw items to construction sites and production areas.
It is weird to be able to insert a 100 logs into a small container, I think logs could be stored in a stack on the ground or in a special roof covered building, kinda like bot storage. Metal ore and other raw material for example could be stored in a pile inside a concrete semi fenced area like in real factories.
a special warehouse building that can store several types of res at a time to save space and could also be connected to rail system. For example it could have a loading dock. Now that I think of it, it would also be fun to have to build a cargo barge as an alternative to a bridge between water separated areas.
Items
Items should have weight, as it would be difficult for a player to lift and carry an entire tree trunk, and store additional six of em in inventory. Actually, when I first saw the game several weeks ago, I was finally happy to see someone implementing something similar to carrying capacity in the game (that is before I learned that you could put six more trees in your inventory and still run around) I like games like Minecraft and Factorio bur it is so weird to be able to carry three tons of processed metal in ones pocket.
I think similar rules could apply to item size. Inventory could be represented as a grid of tiles and different items could occupy different amount of tiles.
transportation
As was mentioned earlier, if magic teleportation between containers was removed an additional fun element in the game could be implemented. It would be great to have wheeled carts, pump trucks or something like that.
A type of truck could be added that could transport certain amount of resources as well as several bots. For example a bot construction crew loaded with material could arrive at the site to start building.
Fastest way to deliver items across the map. Also transportation capacity is significantly larger.
equipment
It would be fun to have to manage equipment, For example a saw blade could wear off with usage. Or a random malfunction could take place which would require a maintenance bot to service it using specific tools.
Electricity
- Electricity would be nice to have for additional morbid fun! Wind turbines or coal burning generator or water wheel operated. But all equipment should have a source of power including bot batteries.
bot batteries
Bots may need to work in shifts on the same task as it takes time to recharge abatttery at the charging station.
starting setup
If you do decide to implement some of the thing mentioned. I think it would make sense to give player some processed resources at the start of a game, For example a Basic wind turbine module packaged in a container that a player can unpack and install.
Also, a player could receive not only material like planks and poles and some gears to assemble initial workshop equipment there would also be essential tools like hammers and wrenches or screwdrivers.
Maybe it would look like an air drop or delivery from space. But at the start of a game player could choose and area where starting gear would land.
Folk
]
bot programming
for bot programming purpose it would awesome to have a database where you could choose to copy commands a bot has learnt. Initially you would have to show a bot what to do by example, but as you colect more code snippets you could reassemble it, produce a script load it onto a drive and load it into a nex bot.
Of course these suggestion are soming from someone who is into strategies and stuff, I undersand that sometime for the sake off fun many things are not included in a game just so people dont start yawning.
Also if you ever need a Russian or Ukrainian localization I would be happy to translate it for you free of charge.
Vladimir
Спасибо!
Thank you for your enthusiasm, feedback and suggestions (and kind offer).
You might be pleased to hear that we have already implemented some of these (for example, the 'shared' storage has been taken out) and pretty much everything else is planned.
We hope to be sharing more news very soon.
All the best
Gary and Aaron
Those certainly were a large number of ideas. I hope that you put most of them on the 2019 list of programming tasks rather than the 2018 list of tasks. It's been over 4 months since the last update and I'm sure that most fans of Autonauts don't want additional delays. I recall that you said that your progress reports would appear on some other site. Would you please provide a specific link to the other site's post so that we can find them without a lot of searching. Thank you.
I have some questions about the new version being developed. I saw your image shown below from the "Wotta Lotta Botta" post that you said "This is what happens when you mess around with the new Bot construction system to mix up the baskic Mk1, Mk2 and Mk3 parts :)".
I presume that perhaps Mk1 might be the head part, Mk2 might be the chest with arms part, and Mk3 might be the legs part. Do we need all three parts for every Bot?
I guess that for a Bot to be able to "Shout" and to "Repeat until hear" that it must have a "head" part. Is that right?
I guess that for a Bot to hold objects that it must have a "chest with arms" part. Is that right?
I guess that for a Bot to move that it must have a "legs" part. Is that right?
Is it possible that for some situations, a Bot might function without a "head" part? What might be some such situations?
Is it possible that if a Bot does not need to hold objects that it might not need a "chest with arms" part?
Is it possible that if a bot does not need to move that it might not need a "legs" part?
In the latest released version 21.2, I have several Bots set up such as those shown below for my "Fishing" group. I have one Bot named "GoFish" (wearing a Party Hat) that waits "until Salmon Storage not full" and then will "Shout GoFish".
I have one Bot named "StopFish" (wearing a Guy Fawkes Hat) that waits "until Salmon Storage full" and then will "Shout StopFish".
I have seven Bots named such as "Fish1" that wait "until hear GoFish" and then will "Repeat until hear StopFish" the two steps "Find nearest Deep Sea Water" and "Use held item" (which is the fishing rod).
I have three Bots named such as "Fish>Stor1" that move the Salmon to the Salmon Storage.
I have two Bots (wearing Traffic Cone Hats) that rewind the other Bots.
Is it possible in the new version that new Bots such as "GoFish" and "StopFish" that never hold objects and never move might only need a "head" part?
Thank you for your information and for all of the great work you have done with Autonauts!
Thank you for this information. Can you list the "different abilities" for each body part for us? If each bot needs a head, a body and a drive, does that mean that different types of heads have different abilities, and likewise different types of bodies and different types of drives similarly have different abilities? I can imagine that perhaps some Bots have big heads with more memory than Bots with small heads, and perhaps bigger bodies can hold more than smaller bodies, and perhaps big legs are faster than small legs. Is that what you meant? Or did you mean something else? Perhaps like the current version has "Crude Bots" that can carry more than "Basic Bots", and "Steam Bots" can carry more than "Crude Bots"?