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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: 61,778 Replies: 1,418
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I have found a bug where general storage (any category) have turned to 0. Even when you (or bot) put new stuff in them they turned 1 to 0 instantly. But somehow they are there (I think), because one bot was accessing from them. I don't have old saves so I can't check how exactly it occurred.

Ah no, storage are interconnected... Didn't know that..

my bot making bot is supposed to stop working if bot storage is full of bots but the bot making bot stops while the bot storage has 9 bots in stead of 10 bots

i find it annoying that the bot making bot grabs bots i want to learn if the bot making bot is grabbing that bot because it takes time before the bot machine creates a bot and while im making this post my tekst just randomly presses enter

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even this toppic randomly pressed enter please fix it

The "wait" command is your friend.

i know

I actually like this.  They stop when the storage is almost full.  That way if I have an extra (tools are a good example) there is room in the storage for me to drop it.

If you post an image of the commands that your bot maker is following, we could provide you with some feedback.

If your "bot making bot is supposed to stop working if bot storage is full of bots but the bot making bot stops while the bot storage has 9 bots instead of 10 bots", that is because "Repeat until Bot Storage full" is satisfied (like all Storage) when it reaches about 95% full rather than 100% full.  If you only have one Bot Storage that holds 10 bots when full, then 95% of 10 bots is 9 instead of 10.  Once you add a second Bot Storage, then 95% of 20 bots will be 19 bots, etc.  "Full" will always be less than "all".  Similarly, "empty" is satisfied at 5% full rather than 0% full.

Actually, if even "this topic pressed enter," they have a broken keyboard.  Probably not a game issue.

OKAY I WILL REMEMBER OKAY?

not a bug, but my storage is getting a little out of hand. Would it be possible to for you to make an upgrade for the storage? Maybe a warehouse or something?

also, I really like this game. I've been playing non stop for 2 days now. 

Developer

Yep we'll be added upgrade storages in the next version :)

Greetings!  I have a suggestion that I believe will help with players who are training their bots.  I suggest that in the next version of the software, have the bot's "My Brain" listing that includes "Repeat" loops show the "current value" that the Repeat is testing and also show the "goal value" that must be reached to satisfy the loop.  For example, if the listing includes "Repeat until Log Storage full", show in the yellow bar immediately below the word "Repeat" the current numbers of logs in storage, and also in the yellow bar below that show the value for Log Storage full.  As another example, if the listing includes "Repeat 15 times", show the current value of the number of times the loop has repeated and below that the goal value of 15.

Below is an image that can illustrate this suggestion.  In it is shown a Steambot wearing a Traffic Cone hat.  Its listing shows that it is responsible for recharging Basic Workerbots in the area 15 times, and before it does that, it has taken a log from Log Storage and stowed the log in its inventory to recharge itself.  (It also will return the log back to Log Storage if the "stow" command failed because its inventory is full.)

It would be helpful to see that this Steambot was on its 3rd repeat of 15 (for example).  It would also be helpful to see for a 2nd bot that had the "Repeat until Log Storage full" loop that there are currently 1996 logs in Log Storage and that "full" is equal to some value, which I believe is 95% of the total capacity of 2100 logs and therefore is 1995 logs.  For the 2nd bot, the Repeat loop would show that it was satisfied.  Please show these numbers in the Repeat loop's yellow bar.  Thank you.

Developer

Excellent suggestion! Yes it would be a very good thing to give the player more debugging information so they can work out when it goes wrong. Thanks :)

Thanks.  Let me adjust my suggestion:  Show the "current value" and the "goal value" in the bottom portion of the yellow "Repeat" bar rather than immediately below the word "Repeat".  There is more room for those two values in the bottom portion of the bar than in the left vertical portion. 

I have been thinking about ways to better organize the list of in-world bots. I primarily use the bot list panel to find and access bots but as the list grows bigger and bigger it becomes more troublesome finding the right bot.


Here's my suggestion for a better way of organizing the bot list:

Once at least one named beacon is placed in-world, add a third tab to the list panel using the beacon icon for the tab.

When that tab is active, list all named beacons as expand/collapse headers (similar to how the Visual Studio toolbox groups WinForms controls for example) (ordered by name ascending/descending - the current arrow button can work there too).

Under each of these beacon name headers, list all bots that have at least one link to this beacon. 

At the bottom of the list add another header for all remaining bots that are not linked to any beacon.


This way the list of bots is grouped the same way we have grouped them to their beacons, thus making it easier to find and access the bots that belong to a certain area - for example all the tree farming bots would be linked to a single beacon that covers the tree farm (beacon: "Treefarm").


I think adding this organizational feature would greatly improve the overall management of our bots while still staying in-sync with the spirit of simplicity :)

Developer

Great idea! thanks :)

If you give your bots Name Tags and then name each bot by their beacon group and their job, you can then find them easily.  For example, I have my 100 Folk grouped into 6 "Neighborhoods" and the bots that support the Folk in Neighborhood 1 have names such as "N1Home1" which indicates that this bot in "N1" takes Folks that have just been cleaned back to available homes, as shown below.

So far I've been doing exactly that to try to arrange the huge list of bots in some meaningful way, though with a list of bots as long as yours and mine the list can still be a bit difficult navigating when searching for that one specific bot. Organizing the bots this way works but imho it is not optimal. I still beleive that having the added option of bots also being arranged by the beacon they are linked to, would make it easier for us as players and managers of this army of bots :)

If anyone is interested in finding out how to add additional cows to Autonauts, please use this link to the Autonauts Wiki which shows a detailed explanation.  https://autonauts.wikia.com/d/p/3100000000000000076

I think a simple search filter would solve this as well. I use a naming convention for bots that is similar, but comprised of a 4 char task ID (Bldr, Minr) and a 4 char location/beacon ID (Mn01, Fst01) and a 2 char bot ID (01, 02). A search field that could filter display (*Fst01*, Bldr*) would allow a very flexible organization for all naming conventions.

Can someone clarify for me what the "Container" is that is tested for being empty here?  I don't thing it is a "Storage Container" because if it was, I think there would have to be a question mark ? that we could click onto to identify which "Storage Container".  I don't think it is a "Crude Backpack" because the Backpack only really works when it is in the "Upgrade" slot for the Farmer, and it cannot be added to the "Upgrade" slot of the bots.

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I found in the Change Log that "A container at the moment is a Basket".

https://docs.google.com/spreadsheets/d/1s2nIsLg-suLVX_O6MgDGtxZDLgmVXvwIzwauNDpU...

I accidentally found a glitch while playing. So i was trying to create a new world but realized that all of the worlds were the exact same no matter how many times i clicked the new game button. Hilariously though it took me about 10 minutes to figure out they were the exact same.

Developer

That's just how the game is for now. In the next version we'll have properly random worlds :)

Can you believe it?  There is a new island in the fresh-water lake in Autonauts.

Developer

nice! you could post that to our Discord server if you like :)

Thank you Denki.  I am not familiar with Discord.  What do you suggest that I post there?  Could I post the Save.txt file?

Developer

What ever you think really. There's a #show-off-here channel for this kind of thing :) Try this

https://discord.gg/xXRfjsc

Well, I tried that link but I could not get it to work very well.  I was too hard to scroll through all of the responses since the scroll controller was just a tiny point.  I guess unless you already know how something out there works, it's a challenge.  If there were some instructions for using it, I might try it.  I like the way that itch.io works instead.

Developer

Oh I see, yes Discord isn't very good for looking through past conversations. But it's really good for holding real time conversations.

I've used a different browser and I have been able to use Discord better now.  Thank you.

Okay, I have now posted to Discord with a new image of my Island and a save file if anyone is interested in loading it.


https://discordapp.com/channels/331886561044201473/331886561044201473

 

Developer

\o/

Does anyone know if we can plant flower seeds in the ground somehow?  Do we need a certain tool or a certain soil to plant them?  Thanks.

Developer

At the moment, no. In the next version yes! Sorry

Hi Denki,

Thank you for responding to all of my questions.  You have greatly help me to enjoy Autonauts and to understand how it works.  I have another question for you about the Save.txt file.  I see that after the large section of "Tiles" in it, the next section starts with "TileExtra":[{"x":324,"y":26,"T":0},{"x":325,"y":26,"T":0}, and there are very many of what I call these "Pair-Triplets".  The "Pair-Triplets" all contain {"x": followed by a value and then ,"y": followed by a value and then ,"T": followed by a value followed by }, .  I presume that the "x" value refers to the column location and "y" value refers to the row location and "T" value might refer to a type value.

Would you please clarify the actual meanings and uses of the "TileExtra" information?  If the "T" values refer to types, what are those types and how are the used?  Thank you.

Developer

"TileExtra" is a way of showing which tiles had any behavior associated with them. The only time this array is used is to control when weeds grow back. "T" is a timer for the tile's state. However this array won't exist in the next version.

Thank you.  I presume then that the "TileExtra" array would change when the weeds are dug up and the ground is hoed so that the weeds won't grow back.  I will try that another day to confirm it.

Developer

Yep, you got it!

Also you'll find me as "Aaron" on Discord :)

Hi Denki,

Thanks for the great game

1.  In the new update, will you be able to connect together storages that are right next to each other?

2.  I really think you need to need able to remove grass (maybe in a similar way to flowers)

3.  I think the connected texture of bridges really needs to be improved it looks super weird at the moment

4.  I am super close to a game with every single item automated would you like me to post the save  file?

Thanks

Dragon

Developer

Hello!

1. No but you can stack them 3 high now achieve the same thing.

2. In the next version you can!

3. All artwork is considered placeholder. We'll be hiring a professional artist soon hopefully :)

4. Wow! Your level file must be huge. Yes, you can post it here or we have a place on our Discord channel called #show-off-here which would be perfect too.

Thanks

Great Thanks,

The Pictures for the new update look really nice

Gonna go give your game a 5 star rating now because it is awesome.

:)

Developer

\o/

Thanks!

If anyone is interested in finding out how to delete Grass from Autonauts, please use this link to the Autonauts Wiki which shows a detailed explanation.

https://autonauts.wikia.com/d/p/3138496382370021532

Found a Bug. I still don't like how the "find nearest" command works. It should be location based and remembered by the bot (like a global variable) until it is overridden with another "find nearest" command. Instead, it seems to go by each individual item's location. When the "problem" bot is in the right location, it will repeat "find nearest" and "pick up" until it's hands are full, however, it will not pick anything up. Another bot with the SAME EXACT CODE will work though. I have a theory of why this happens. When the problem bot finds nearest  item:X, it remembers the location of that same item. This happens even if it repeats with another "finds nearest" command and even when the bot is stopped and started again. What the bot could be finding is another stack of the same item in a different location that I intentionally did not want him to move to. The "find nearest" command is meant for a bot to move to that item, but what if the items are all in one stack? I propose a new line of code to be added. It should be "Pick up Item" and be given a master list of all items (or however it's programmed). This would solve the issue of having to repeat a find nearest command and waste time repeating unnecessary code. I am open to other suggestions/solutions so please msg me back if you find something.

I think I might move this bug to it's own thread so I can keep track of it.

I see that your commands include in the "Repeat until hands full" loop to "Find nearest Charcoal" and to "Pick up Charcoal" but they are missing the command "Move to Charcoal" between them.  Thus, the "Pick up Charcoal" will fail and the "Repeat until hands full" will never be completed.  The loop will continue forever.

I have moved this to another thread, please respond there. I also have found out that this is not a bug per-se. I have explained it in this thread. https://itch.io/t/263519/find-nearest-bug-212#post-479807

next update please nerf fishing because its really easy to do and is way too powerful

Developer

Yep, the entire game will be rebalanced in the next version.

Hi Denki,  Would you please show us a small screenshot that shows a sample of the "My Brain" commands from the next version?  I'm sure that it will stir a lot of interest in the game again.  There has not been very much discussion about Autonauts here in the past week.  Thank you.

Developer

Unfortunately we've been so focused on other game elements that the "Brain" screen hasn't really changed much since the last version. With so little development capacity we don't plan on doing much to it for the next public release. However realise this is an important part of Autonauts and we will DEFINITELY be giving it a complete overhaul at some point to include things like If/Then and arithmetic operators so you'll hopefully be able to make really interesting scripts :)

(+1)

Thank you for replying.  I was not asking for any changes to the "Brain" and I don't expect that you would make changes there at this time.  Actually, I was scared that there might be too much done there that would make the game "simpler" for many new users that don't understand scripting.  Please just give us one ordinary screenshot that would reassure us that the current layout of scripting remains mostly the same.  Thank you.

I think the background for the brains UI being changed would be cool

Developer

Will this do? :) https://denki.itch.io/autonauts/devlog/44002/autochievements

WOW!!!  This is exactly what I wanted to see and much, much more!  This really will increase interest in Autonauts' next version.  Keep up the great work.  Thank you.

The bug when I putting Metal Poles to Bot Factory for making a beacon then it start freeze and screen turn white.

Developer

Hmm, I've not seen that before :/ 

Does this happen every time, or just once?

Also I'd like to check the log file for any errors. Do you know where that is and how to send it to me? (i can help if you don't)

didn't try twice yet but I will do tomorrow.thx for reply :)

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allready tried it.After freeze and turn white i can still open menu like normal.

i forgot to save the crashed log file but i give log file before crash http://pasted.co/382f489b

Developer

Unfortunately that's not the log file, it's the level file. Your log file can be found in Autonauts_Data/output_log.txt (on PC) where you installed the game. Also I'd need to see this log file after the freeze, not before.

Just has one output_log.txt http://pasted.co/d95f6074. Just ignore other word.its just other language.

Developer

hmm there's not a lot in there for me. Did you grab this file just after the freeze? or have you played the game some more since then?

played the game some more,sorry for other thing maybe I will encounter again post it early.

Developer

No problem. Thanks.

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