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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: 61,765 Replies: 1,418
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(1 edit)

hi i have a bug where me and my robots cant pick things up or put things in storage or craft things . The only thing i can do is pick up things from storage and pick up some select items like gears but once i put them down i cant pick them up this kinda breaks all my automation pls help.

Developer

Uh oh!

So did this just start happening while you were playing or after you loaded a save game up? Would you be able to send me your save file please? If you don't know how, I can help

I suggest that you check that the right mouse button is working on your computer.  Use other software than Autonauts, such as Windows File Explorer.   Right-click on any file to see that a window opens with the options "Open, Rename, Delete, Properties, etc.".  If that window does not open, then the problem is with the mouse and not with Autonauts.

Hi, when I start automating the simple things like making logs, planks, poles, etc, I program a bot to make other bots but when I teach something to an another bot, the one who make bots tries to catch the learning one, so he forget to take the one he created. (If you understood ^^) how can I solve this problem?

Developer

I presume the "bot making other bots" tries to catch the "learning one" because it wants to pick up the new one it just made and put it into bot storage?

If that's the case you can make sure the bot storage is outside of the "bot maker" search range.  To do this you can either move the bot storage far away or use a Beacon to adjust the bot maker's search range size. If you've not used Beacons before, create one at the bot maker and place it at the center of where you want the bot maker to search. Then go into teach mode for the bot maker and click on the round icon on the right of the Find Nearest instruction. This will allow you to select the Beacon you just made. Now all searching will be restricted to the range of that Beacon. If you want to adjust the range for the Beacon just pick it up and press Z.

Yes, you're right,he tries to pick it up and put it in the bot storage, but I didn't know we could change the range of the beacon with Z, thank you.

(1 edit)

sandbox mode plz

how do you make string?

It takes several steps to make string.  First, you need to build the "Bash Research Station" from the "Research" group of equipment.  The "Bash Research Station" is made with two logs and four planks.  Once it has been built, you need to use a shovel to dig up about 10 weeds.  Add the dug weeds to the "Bash Research Station" until the research has finished and the blueprint for the "String Maker" appears in the "Misc" group of equipment.  The "String Maker" is made with six planks, four poles, one gear, and one stone.  Once the "String Maker" has been built, you then add five dug weeds to it to make string.

(1 edit)

Thanks!

also need infinity storage because I keep running out of space for my items

I'm sure that you need "infinity storage" because you have your bots "Repeat Forever" their tasks such as cutting down trees and fishing for salmon.  I suggest that instead you add some bots that use the "Shout" command and other bots  that use the "Repeat until hear..." command, such as I have described in the past and is shown below.  By doing this, you will collect all of the items that you need and will not create "infinite" amounts.  Having too many items will eventually make your game take over half an hour to load, which is not fun to wait before you can play.  (I have also described this problem in another post: https://itch.io/t/265312/autonauts-take-half-an-hour-to-load

-----

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.

using the Linux Version 21.2. 

I left the game running for a night and the Player.log file (~/.config/unity3d/Denki/Autonauts/) had grown to 15.1 GB! I'll try to paste the head of the file below, but most of these 350 million lines were the following  repeating forever:

Graphics.CopyTexture can only copy between same texture format groups (OpenGL internal formats: src=35905, blockSize=3 ; dst=32856, blockSize=4)
 
(Filename:  Line: 1384)

The head:

Preloaded type GtkListStore
Preloaded type GtkWindow
Preloaded type GtkVBox
Preloaded type GtkImage
Preloaded type GtkNotebook
Preloaded type GtkHBox
Preloaded type GtkFrame
Preloaded type GtkAlignment
Preloaded type GtkTreeView
Preloaded type GtkLabel
Preloaded type GtkCheckButton
Preloaded type GtkScrolledWindow
Preloaded type GtkComboBox
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y GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <opengl 4.5=""> ; Context handle 51933832
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Assembly-CSharp.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Assembly-CSharp.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.UI.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.UI.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.Networking.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Fabric.Core.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Fabric.Core.dll into Unity Child Domain
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Pathfinding.Ionic.Zip.Reduced.dll (this message is harmless)
Loading /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Pathfinding.Ionic.Zip.Reduced.dll into Unity Child Domain
- Completed reload, in  0,014 seconds
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/System.dll (this message is harmless)
New context 0x35df5a8 created with attributes:
Default vsync count 0
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 0,985000 ms
Graphics.CopyTexture can only copy between same texture format groups (OpenGL internal formats: src=35905, blockSize=3 ; dst=32856, blockSize=4)
 
(Filename:  Line: 1384)
Graphics.CopyTexture can only copy between same texture format groups (OpenGL internal formats: src=35905, blockSize=3 ; dst=32856, blockSize=4)
 
(Filename:  Line: 1384)
Graphics.CopyTexture can only copy between same texture format groups (OpenGL internal formats: src=35905, blockSize=3 ; dst=32856, blockSize=4)
 
(Filename:  Line: 1384)

etc.

cheers,

TC

I don't use the Linux version but I would not be surprized if your game takes forever to load from your save.txt file (or whatever it is called in the Linux version.)  If so, I suggest that you review this post and take whatever action is similar for Linux so that your game will keep running.

 https://itch.io/t/265312/autonauts-take-half-an-hour-to-load

Thanks for the tip. That will be useful

Developer

Hi, yeah sorry about that :( That's actually a known bug and will be fixed in the next version. Thanks

Ah thanks! Looking forward to it

(1 edit)

Bug: Nested "for x times loops" not working

Basically, next nested for x times loops don't work as you'd expect in decent for-loop coding, as if the increment variable is shared between the two.

Likely culprit: When the exterior loop loops once, the 'loop count' is set to whatever loop count is the first one, but said value is overwritten by for x times loop(s) within said for loop, either leading to a bodged forever loop or a loop 1 times loop as the exterior loop.

Java example:

//Java "loop forever" for loop example
for (int i = 0; i < 10; i++) {
  for (int i = 0; i < 6; i++) {
    //The variable i is overwritten, reaches 6 and then the main loop is run again, and again, etc.
    do(x);
  }
}
//Java "loop for 1 times" for loop example
for (int i = 0; i < 10; i++) {
  for (int i = 0; i < 12; i++) {
    //The variable I is overwritten, reaches 12 and then the main loop is skipped
    do(x);
  }
}

Hope the description and possible reason helps; I don't know very much C, but Java is a close-enough language for it to be fairly easily translatable into C.

Developer

Great analysis! Yep, you're exactly right, the inner loop is overwriting the outer loop's counter. This is a known bug and will be fixed in the next release. Thanks

(3 edits)

i is overwritten in this Java construct? Interesting. I'm only (a little) familiar with Lua and Python and both would treat the two i variables as distinct local variables.

Python:

text = ""
for i in range(3):
    text += "\n{}: ".format(i)
    for i in range(2):
        text += "{} ".format(i)
else:
    print(text)

outputs:

0: 0 1
1: 0 1
2: 0 1

Lua:

text = ""
for i = 0,2 do
    text = text.."\n"..tostring(i)..": "
    for i = 0,1 do
        text = text..tostring(i).." "
    end
end
print(text)

outputs:

0: 0 1
1: 0 1
2: 0 1

Cool a fellow Lua coder!

But you don't necessarily have to use tostring() here, the following should work as well.

text = ""
for i = 0,2 do
    text = text.."\n"..i..": "
    for i = 0,1 do
        text = text..i.." "
    end
end
print(text)

Lua always tries to convert the i here into a string when possible. I think nil wouldn't get converted, and obviously lists can't get converted.

The same should be possible when adding a string that only contains numbers to an integer, the string gets converted to a number automatically.

local ans = 12+"012"
print(ans)

The 12+"012" returns 24 as a result, and so this prints in the next line.
The "012" get's converted to 12 as if you would do tonumber("012").
This usually saves some time when coding for me, so just a tip (I'm way to happy to see other people using lua XD)

(+1)

true - conversion works without "tostring()"

Nevertheless, the Lua guys recommend using it. That way, the interpreter doesn't have the extra task of finding out if a conversion is required or not. You state that it is.

The string.format() command would have been another option. Actually the nicest way to combine text and data into one string.


to Denki:
My apologies for abusing you forum for this off-topic talk :-)

I found a bug where I can’t dig on tree soil. It won’t tell me that it’s tree soil to begin... I just updated and now I can’t get anything to work with the ‘unusable tree soil’ I can use the other spaces but I can’t get a bot to dig near the unusable tree soil

You said "I just updated...".  Does that mean you downloaded a newer version of Autonauts, or does that mean you just loaded a recent save file, or does that mean something else? 

If you downloaded a newer version, which version did you just download?  If you think that the newer version might not have gotten installed correctly, I suggest that you read this posting for instructions on installing the downloaded file:  https://itch.io/post/475749

If you just loaded a recent save file, perhaps that save file is broken somehow.  I suggest that you try loading an earlier save file that you had loaded before and which you were able to use without this problem.

If you mean something else, please clarify what happened. 

I also suggest that you take a screenshot of your game while you are pointing at the ‘unusable tree soil’.  You can take a screenshot by pressing the "PrtScr" key - you might need to also hold down another key such as "Shift" or "Ctrl" or "Alt" or "Fn".  You can then open Microsoft Paint and paste your screenshot there, and then save the file in Paint with extension .png.  You can then come back here, enter your reply, and click on the "Add Image" icon just above your reply which will allow you to upload the .png file.

Once you have given us some more information, we may be able to help you more.

I’ll get back to you on that screenshot. I updated from 10.0 a few days prior. I didn’t have any other saves since to save storage I just   Overrided the save each time so I don’t have a backup... I’ll also check to make sure the files are installed correctly

Just for your information, the game automatically creates save files for you each time you see a piggy bank shown in the bottom-right corner.  Those save files are kept in a folder with a name like C:\Users\Owner\Documents\yourname\Autonauts\Autosaves, as shown below.

Oh okay

Denki you should add electricity and different generators its all about the gameplay.

(1 edit)

Hi, I'm here because I think I found a bug (or it's me that doesn't program as good as I was thinking).

I made a zone where I can place blueprints and let my workers construct them to store them ; I have a worker chief that can shout "work" or "don't work" (you probably gessed what it does) and when the chief shout "don't work", each goes to his own position (here 162,104).
This problem doesn't happen everytime but some of them (it happen as well with planks and poles) stop at the "Add to Blueprint" and I have to "STOP & START" them to do them working again.
Is that me placing the wrong command at the wrong place?

We might be able to help you better if you provide an image of the end portion of this bot's commands, which might be responsible for your problem.  Please also provide an image of the other bot's commands that shouts "work" and "don't work".  I found that it works better if I have two separate bots that shout, one that shouts "Stop" and a different one that shouts "Go".  Each of the shouting bots also waits for 60 seconds before it checks if it needs to shout again so that it doesn't loop too quickly and isn't shouting too often.  If a bot shouts too often, the specific shout that others are waiting for gets pushed to far down in a stack that it could get lost or never found in that stack.

(1 edit)

But the other bot is just 2 "repeat forever" and I change the order of the repeat when I want.

Well, the image that you added is the same as the one you put here a week ago, so that doesn't give any more information.  I was hoping that the image you were going to add would show what was below the commands "Repeat until hear work" and "Move to 162,104".  Maybe what is below is just the end of the loop for the "Repeat until hear work" command.  If so, that would mean that this bot will just move to that spot once and then stay there forever waiting until it hears "work" which doesn't happen until you change the other bot to shout "work", which is what I think you meant when you said you had to either "START & STOP" or "change the order of the repeat" to fix it.

If you still are having this problem, I suggest that you try my first suggestion and have two bots shouting "Stop" and "Go" individually and then have the bot that adds the planks to the nearest blueprint do so as shown below.

 

Uh can someone help I made a canoe and tried to use a paddle on it and now im just stuck. I cant move or do anything I tried reloading I tried unequipping and yeah

has anyone started without an axe?

(+1)

unless that's normal,then how am i supose to get planks

When you start Autonauts for the very first time, you can pick up a stick from the ground  and pick up a stone from the ground.  You will be given the options to make a crude axe or make a crude shovel.  Choose to make one of those.  Then, pick up a second stick and a second stone and make the other crude tool.  You can use the crude axe to chop down pine trees, which will give you a log and some tree seeds.  Use the crude shovel to dig holes in the ground and plant the tree seeds.  Use the crude axe to chop the log into some planks and use the crude axe to chop the planks into poles.  Repeat this a few times to get several more logs, planks, and poles.  Press the E key to view the list of Equipment (buildings, etc.) that you can build.  You should eventually make most or all of the buildings.  Some of the buildings can be used to build bots.  One you have built some bots, you can train them to do all of the tasks of the game.  Have fun.

What would help with the programming of Automatons, is the ability to use Conditions in code. It would mean a bot dedicated to multiple tasks (that rely on the condition and status of other bots) could go ahead with other tasks while the other bots do not meet a condition. For example, if you have a bot that mines Metal Depos, and the chance to get Metal Ore or Stone is 50%, then you have another bot collecting the resource, but cannot due to its code telling it to wait for another robot to need a recharge. Conditionals would help - is the short way of putting it.


Sorry if it reads incorrectly.

Developer

Yep, that's something we'll be adding when we do a big overhaul to the scripting system. This will happen some time after our next release

Several people in the past have agreed that adding Conditionals to the scripting language would certainly help.  The developers have been working for over a year on the next version of Autonauts. They have said recently "Unfortunately, if we release it too early, we'll just get loads of complaints about things that don't work or can't understand. We're going to release when we think it will be ready and make everyone happy rather than angry/confused."

While we are waiting, you can use the "Repeat until hear..." commands in the scripting language to act as Conditionals and you can use Steam Bots to overcome the problem of Worker Bots needing to wait a long time for recharging.

Below is shown one example of how to build bots that use the "Repeat until hear..." commands.  One bot named "GoFish" (wearing a Party Hat) will wait until the Salmon Storage is not full and then will Shout "GoFish".  Another bot named "StopFish" (wearing a Guy Fawkes Hat) will wait until the Salmon Storage is full and then will Shout "StopFish".   A set of 7 bots with names like "Fish1" will wit until they hear "GoFish" and then will repeat until they hear "StopFish" the commands to "Find nearest Deep Sea Water" and "Use held item" (which is the Fishing Rod).  These commands will control the bots so that they only catch fish when needed.

Below is shown an example of how you can set up a Steam Bot (wearing a Traffic Cone Hat) to charge Worker Bots and to also collect Logs into its inventory to keep itself charged.  After the Steam Bot has taken a Log from the Log Storage, if its inventory is full then the "Stow held item" command will fail and the Log will still be in its hands, and so it will add that Log back to the Log Storage.  If its inventory was not full, the "Stow" command will run and the "Add to Log Storage" command will be skipped because its hands are empty.  You can set the number of times that the "Repeat times …" command runs based on how much energy is used by the Steam Bot to find and move to recharge the Worker Bots.

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You can also do the following

Repeat [forever]
|   Repeat [until inventory full]
|   |   Move to Log Storage
|   |   Take from Log Storage
|   |   Stow held item
|   |__
|   Repeat [until inventory empty]
|   |   Find nearest unwound Workerbot
|   |   Move to Basic Workerbot
|   |   Recharge Workerbot
|   |__
|__

This way it will start by taking enough logs to work for a long time, and when it's got no Logs left in it's inventory, meaning it just used up the last log available, it will fill its inventory again.

Instead of using the first in the following code, you can choose the bot to take different amounts. If you don't want the bot to take out so many logs at once, set it to only take 3 for example. This way it has three logs in it's inventory and takes another three after they are all burned up 

(1)    Repeat [until inventory full]
(2)    Repeat [times] [3]

I don't know if it's been mentioned before- but I play on mac and my save files are not showing up. It will show the saving logo in the corner, but it wont create a save file. (This was kinda frustrating because I grinded the game for a few hours w/o saving whoops)

Developer

Oh no! Unfortunately there's been a few reports of save files not appearing. This can be because you've chosen a folder that you don't have access to. Try saving to your desktop instead (and do an early test save to make sure it works). When we release the next version on Steam it uses a much safer system and this sort of thing won't happen any more. 

Sorry about that :(

It works when I save to desktop! Thank you for the quick reply! <3

If you have a bot which puts idle bots in storage you can softlock yourself if he cleans up the one you want to teach something because he thinks is idle. That keeps you stuck in the teach menu and none of the hotkeys, esc, and not even taking all bots out of storage can get you out of it... I think the only wayout  is by alt-F4 and losing all progress.

autosave did give back most things luckily enough

Developer

Thanks for the bug report, sorry about your lost progress. This will be fixed in the first Steam release towards the end of the year

i know i was, like, just here but i found another bug-

One of the little people spawned inside of the rock in my world? Its a small generation bug, didnt have any real effect on the game, but it still happened ;^^

(Apologies if this has already been mentioned and/or discussed)

I'm having an issue using buckets in automation. I have one Basic Autobot whose only commands are [Repeat forever[move to water storage][take from water storage][move to crude wash tub][add to crude wash tub]]. Grabbing water and putting it in the tub, forever. For some reason, once in a while the bucket will remain full after adding to the wash tub, leading to a confused bot trying to fill an already-full bucket and getting stuck. The wash tub is usually full, so the bot spends time waiting for the water level to drop, if that's relevant.


Any advice would be appreciated! Thanks!

Here's the best screenshot I could capture.

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Here is a suggestion that might help you.  If you add loops that say "Repeat times 1" and include the down-arrow at their ends, the down-arrow will check to see if there was a failure within the loop and in that case will exit the loop.  In this example, a failure could happen at the top if the water bucket was already full and the bot could not "Take from Water Storage", and so the bot would then "Move to Crude Wash Tub" and continue.  A failure could also happen at the bottom if the bot could not "Add to Crude Wash Tub" because the tub was already full, and so the "Repeat forever" loop would go back to the beginning.  (Another failure could happen if the Water Storage was empty but this example does not include steps to deal with that.)

 

You do not need the second "Repeat times 1" if you have another bot set up which adds dirty Folks or dirty Clothes or dirty Soup Pots into the Wash Tub.  If you don't have that second "Repeat times 1", this bot will simply wait until after the Wash Tub has cleaned something and then has room for more water.

Wow, that's a cool tip. I just used it to make a production line. Each bot handles a different material, and delivers the that material to 3 different clay stations. If the clay station doesn't need that material yet, he just goes on to the next one.

Developer

Hi! Yes, sorry about this I think it's a pesky bug. I'm not quite sure why it keeps happening as it's difficult to catch. However this won't be an issue when we finally release a new version on Steam as we no longer use the wash tub any more. Sorry for your inconvenience.

I'm sorry to hear that the Wash Tub will not be included in the new version.  I thought that the Wash Tub added some interesting activities to the game and allowed players to solve lots of challenges with keeping Folks and Clothes and Soup Pots clean.  I wonder if the "Besom Broom" will also no longer be included, since it is also used for cleaning after the Folks eat the Soup.  Please don't drop out of the new version too many features like the Wash Tub and the Besom Broom.  (I don't mind if you drop out the musical instruments though.)

Developer

Sorry :( Most feedback suggested that cleaning wasn't much fun. However the Folk will require certain things to be happy (food, shelter, clothing etc) so it's something we may reintroduce in a later release. We've not removed all that much from v21.2 and we've added in a whole load so you won't be short of things to play with :)

That's great news.  Just like everyone else, I can't wait to see the new version.  Thank you.

Hi, this is an awesome game. I love that I programmed two bots to wind up all the others. And one bot that can build more bots. I wonder if there is a way to program a bot to deliver a shovel to a bot with a broken one.

I only have one minor glitch to report, Sometimes I try and save a game, but it fails because the disk is full. I have to delete some files so I can save the game. Then when I close the game, I have 1.5gb of free space again. I'm going to copy some rubbish files that do nothing but take up space, so I don't have to hunt around for something to delete. I wonder how much free space I need prevent this from happening.

Version 21.2 Linux Universal

I don't use the Linux version but I can imagine that your need to delete files in order to save the game is caused by the same issue that I reported in the topic below.  When you have bots that "Repeat forever" an action such as chopping down trees or threshing grain which then creates a super-tall pile of something, every item in that pile is then included in the file being saved, which I have seen becomes a huge file of over 3,400 KB.  I suggest that you review this post and take whatever action is similar for Linux so that your game will keep running.

 https://itch.io/t/265312/autonauts-take-half-an-hour-to-load

So, I checked my save files, they're only 750kb, and my resources are fairly well balanced, so I don't think we have the same issue. The entire program folder is only 200mb, I can't figure out where all the space went. I'm assuming its a swap file in a temporary folder somewhere. I cleared 15gb so it had plenty of room, and it swallowed all that up as well, lol. I keep a usb drive handy, that seems like the quickest easiest solution, lol.

Have you managed to get berries to work? I've only tried a couple of times, but after a short while (it might be triggered by restoring from a saved game) the berries become useless, you can't pick them up off the ground or take them out of the storage container, or even feed them to the folk, they just refuse to do anything except, one time a bot was holding one and trying to store it into a container, so I took it off him, and I was able to plant it. But it grew into a useless bush, that refused to be thrashed.

Berries seem to be the only renewable food. There's not enough cows to feed everyone on milk, and bread requires sticks aren't renewable for some reason.

Hit a tree with a wooden mallet and sticks will fall out of it. Or apples, if it's an apple tree.

O.O


:-D

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You will need lots of cows to make lots of butter.  Even if you collect all of the cows in the game, you might still want to somehow get more cows to feed everyone.  Here is a link that provides information on how you can add more cows to the game.  The link will not work with Internet Explorer; you can use Google Chrome instead.  https://autonauts.fandom.com/f/p/3100000000000000076

Developer

These broken berries sounds like you've run into an error loading up your previous save file (possibly related to my previous post). Have a look at the contents of the log file for any errors or, if it's small enough, send the log file here and I'll take a look.

Yes, I suspect you are right about the save file being corrupted, probably while trying to save to a disk with not enough space on it. I just started a new game and that solved them problem.

I looked up the log file, and it has about 45 lines of generic looking messages involving buffers and files, then these two lines:

Graphics.CopyTexture can only copy between same texture format groups (OpenGL internal formats: src=35905, blockSize=3 ; dst=32856, blockSize=4)
 
(Filename:  Line: 1384)

Over and over and over for 15gb, lol.

Now that I know where it is, I can delete is easily when I need to, thanks :-)
Developer

Yeah I suspected that error might have been what was happening. Never seen a 15GB file though :)

That bug will be fixed in the next release.

Developer

Sorry to hear about your storage problem. The only thing I can think is going on is the game is producing an enormous log file because of some repeating error. However this would take quite a bit of time to produce a file that consumed that much. Moreover, every time you launch the game a new log file is started, freeing any space it previously used. Anyway have a look in this folder ~/.config/unity3d/Denki/Autonauts/Player.log and keep an eye on it as you run the game.

Failing that, I really have no idea why it would use that much.

While I was trying to train a basic bot, another bot picked him up and deposited him into the storage shed, now the red program recording window is unresponsive, also, I can't get to the game menu, so I can't save or load or exit, lol.

I suggest that you terminate Autonauts by right-clicking on its icon in the task bar of Windows and selecting "Close Window".  Then, you should be able to start another session of Autonauts.  Next, if you have a recent save file that you made before the basic bot being trained got put into the shed, load that save file.  If you don't, look in the "Autosaves" folder below you "Autonauts" folder, which contains the files that are automatically created whenever you see the piggy-bank appear I the bottom-right corner while the game is running.  Find the most recent Autosave file, and load that file.  Below is an image of a typical "Autosaves" folder which should be named something like "C:\Users\Owner\Documents\yourname\Autonauts\Autosaves".

Developer

Argh! Sorry about that. This bug will be fixed in the next version.

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