1 more thing-can u let us make an ocean bridge with simple flooring? it would be great!
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
@ Dev's
i have a bug - i think at last.
my bots that uses buckets are always stuck at theit destinated storages at the last step Add to Milk/Water Storage with thair empty Bucket after loading the Game. The Script is short and easy so this time only Text.
In a Forever loop:
Find nearest Cow (Full)
Move to Cow
Use held Item
Move to Milk Storage
Add to Milk Storage
it looks like it is working now in 7.1 or it comes from space spamming if i need to find the right bot when they are in the same spot.
so as a suggestion, how about ther nametags also show ther tool and if multible bots are at the same spot their Tags will stack ontop of each other so we can clearly see them? i always search long for my wood chopping bot between the trees. ;)
and while my mind is going, how about a locate button underneeth the close button in the teaching screen. if a bot runs away becaus you are not want to stop them right away from work, just want to look into the code - and then you need to search for the bot. that can get messy if he is stoppet under a tree or behind and so on.
I build manual 4 Bots but well ... i think something went wrong. I noticed that and decide to place each bot separately.
can't figure it out but i think these are a bit too much, three of them are are not in line because i realised that nice happening after starting to setup bot 4. top left of the red marking is bot 4 that i build as planed. all other are duplicates.
yes, i do only build 4 because it's not possible atm that x times works inside an x times command so i'm not using that bot and build them right away by myself. most of them also have no names, that i think is also not possible because i already do have some bots with the same name.
I updated the save file on my google drive with a version 2 of that save with that bots, if you like to look at that mess. i will wait for you and if you like to, this version is my latest so if it is possible and not to much to ask, that version can be fixed with that weed problem. Thanks. :D
As you wish, here you go. + Edit in the post before.
Edit: If you Read that part at the Top, yes i do have a nearly 8 year old GPU. x'D Can't wait to get my Hands on a Threadripper and RX Vega.
An unofficial one but yes, there is! https://john-games.itch.io/unofficial-autonauts-level-editor
Thanks for helping everyone out on Itch btw! If you want you could join our Discord server and speak to others about Autonauts :)
there is a bug, the bot for some reason never leaves the first 4 times loop, it just makes butter for days lol
program:
forever{
while(storage.butter == not.Full){
for(var i = 1; i <= 4; i++){
for(var a = 1; a <= 2; a++){
cycle.Down();
move.MilkStorage;
add.MilkStorage;
}
for(var b = 1; b <= 2; b++){
move.ButterChurn;
add.ButterChurn;
cycle.Down();
}
stow();
}
for(var c = 1; c <= 4; c++){
find.Near(butter);
move.butter;
pickup.butter;
}
while(held !== null){
move.GeneralStorage;
add.GeneralStorage
}
}
}
also i can confirm it runs fabulous on kubuntu 16.04 with onboard graphics
Hello! I think I have found a bug: when my robot was about to chop out a tree I wanted to teach him new stuff and the tree wasn't fully chopped out, the log itself was still in the soil. I can't do anything with it, I can't finish the job.
After returning in the game the log wasn't there anymore but the place of the tree was there. Can't do anything about it.
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?!
Same for totems an Area of Effect: "+X time to become hungry" and Beacons "+Movementspeed".
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.
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. ;)
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
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".
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.
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
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).
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.
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).
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.
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.
Me and the Weeds
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'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.
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
if you use windows then download the new version, go to C:\Users\<USERNAME>\AppData\LocalLow\Denki\Autonauts amd take take <your world's name>.txt and put it in the Autonauts file, under the app and not in the data.
if you use macOS then you will need to right click (or press with 2 fingers on the trackpad) on the old version, select the second option (Show Package Contents) and then select <your world's name>.txt
put that in a place that you would be able to find it, download the new version, right click on it, select the second option and put <your world's name>.txt BELOW the file called contents, NOT in it.
if you use linux, well, i don't know.
on windows there is a way easier way to do this.
First go into the new version of the game that you downloaded then press escape then click the load button. After you have click on this C: ( should be on the side bar) and find user. Then find your username. Once done find app data then go localLow then Denki then Autonauts. Your save file should be somewhere in there.
I have something to I want to be added to the game, better workerbots the crafting recipe could be something like this
Number of metal gear(s) Number of metal plate(s) Number of metal rod(s) = Expert Bot
EDIT:One thing is never enough, so I got more. one thing is you need a better Worker assembler (maybe call it a warehouse or a factory) to craft these new bots, another thing is you could upgrade your Bot at the Worker assembler and not need a warehouse or factory (whichever one you choose to name this possible structure.) and it will cost a lot
Ok, so i just installed the latest version on my MacBook, and there a very annoying bug that pretty much makes the game unplayable. Unless I am alinged in a specific way with a world chunk, there is weird blue overlay on top of that chunk. And it occurs most of the time. It doesn't seem to flicker but it does seem to depend on the angle you look at it from. It is also rendered above the ground, but not enough to cover items and the player. I have a feeling it might have to do with my Intel Graphics, let me not try to describe it, have a look for yourselves. And if you care there is a screenshot of my specs in there too.
https://drive.google.com/open?id=0B73mEiKFTk4dQkYxNVVONHpKR28
And if you think the screenshots aren't enough, I could upload a video to YT. Just tell me.
I edited the video to give a little more context, bucause i forgot to setup the audio recording. Also notice how the "Made with with UNITY" appears for a bit after it has faded completly. I don't know if that happens on other computers, but I thought I'd point that out. Don't mind the stuttering, it's just the recording.
First of all Autonauts is a great game and I like it.
I played version 9.1 and I think there are some things that need to added the game
- Grouping buildings and items.
- Some sort of achievement for unlocking buildings. because having all building at the start is confusing.
- Game need day, night, season, climate, rain, snow and …
it is boring with out these and less challenging.
- Add more modeling. for example the Flour model and Charcoal is a simple cube or Wooden Shovel and Wooden Axe are very similar.
- The color and modeling of most buildings is not good, These colors just doesn’t look right. Generally the game need more color and wise choosing.
- There isn’t harmony between models style. for example compare Boulder with Grass
- Drag and drop from inventory for dropping an item.
- Bot programs need if statement something like this: if cant find Crude Shovel pick up Wooden Shovel
- Bot program need something like: wait for 10 second
- Design of menus isn’t beautiful.
- Does robots really need inventory?
- Add something to inventory for building Crude Axe. The way of combining Stone with Stick is not the best way to do that
- Showing how much left to break a tool in inventory or model.
- Use color image for General Storage
- Rotating building blueprints with mouse
- Rotating camera with arrow keys
- It is better to program bots with flowchart
I've found a bug in version 9.1. I've looked through the past couple pages of this thread and didn't see it being previously reported, but I could have missed it.
When two bots are set to place an object into a currently-full storage, and you take one object out of the storage, only one succeeds in placing the object in storage, but they both move to the next task in their program, so the other bot is still holding an object and its program gets thrown off. (My two bots are at separate storage boxes, in case that's important.)
Omg yea! that's a great idea roger. denki you should make the buglist a public document so that users know which bugs have already been reported and also have a link to the original person thay found the bug, so that we can see the original screenshots and videos posted with it. and if the bug is to be fixed or currently is investigated, you should also have that noted there. preferably it should be a google document (my opinion) which you can just open up in a browser.
Hey
I think you should add resolution options to the game, for those who want to play at a lower resolution
Even the game being extremely lightweight, in pcs like mine, which sucks, they lag in large resolution, with lower resolution option I can play without lag
Would it be difficult to put that into the game? By the way, the game has an incredible idea and is very good, if possible, keep adding and improving it.
Bad english, google translate fault
I was reading through the change log and I saw the fix "If you used LMB on a worker while you were teaching it, it would produce recharging instructions."
I was actually very happy when I found that, and considered it a feature. Because I tend to keep a network of recharging bots covering all my other bots, it can be a hassle to actually get a dead bot when I want to train new charger bots. Would it be possible to add an easier way to train recharging bots? It doesn't have to be the old way, but something easy/straightforward would be nice. Or does this exist already and I just don't know about it?
Found a small bug, when building something there is no information pop-up to show what is needed build the object. It is just labeled as "foundation". The picture shows the crude bench saw, but it happens with the flooring, storage crate and the crude workbench as well (I haven't tried anything else yet).
Hi,
Found a bug: Some bots making really, really long bridges will go to the upper-left corner. They even did this when the map was black. Attached is a save and an image. Also, lag, but it goes away when I press space.
https://filebin.ca/3Z9bImvSDnYi/pathfinding-0x-0y-bug.txt is the save URL.
hallo denki, i think this is a bug:
i would build the brigde to left - but my robots going over the other bridge to the upper left corner from the map and hangs there->> http://prntscr.com/ggzkwp so i must manually hole back the robots - because i tell the bots find blueprints around beacon
hope i could help you - the game is very nice und makes fun
Hey, @Denki
I don't know why have you implemented "the two steps" on hover information on buildings. I mean on first hover it gives only the name. To have more information you need to hover again on name. Is it something about game performance?
In my case that only increase the time that you need to achieve information. Even the basic ones on storage depots which you constantly check. It really annoys me.
To achieve two step hovers, you need to keep the first opened window for a while, to be able to leave the hovered item and hover the opened window again. So there is a timeout on each hover window to be disappeared. This also cause another annoying issue. even on every tile of the map mouse hover gives you an info. You need to wait for it to get closed to reach if anything below it. That is also causing the hover bug. On some situations timeout resets and the hover window never be closed again. To fix this you need to open another "type" of that window. That system is totally annoying for me... Forget the names just open the info window...
I have a bugged out steambot. He needs charged for some reason (not sure why as I set them up to retrieve a full inventory of wood). I can't charge him or trade with him to give him wood. I can't interact with him at all to see what's wrong with him. Oh, also I had to download the game manually (no update came through itch.io app.)