Also there is another junky material besides stones — nuts. They are piling up as high as trees grow.
Developers might add some kind of... Nuttella XD so nuts can be used to feed that 'folks'.

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.