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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: 61,736 Replies: 1,418
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(-1)

Hi again, 

Before I continue a little info. I am a videogame addict  for many years now, I will soon become an old man hehe but I still play for many hours a day. II really like strategies and resource managment games. Amoung my favorites are Sim City, Civilization, Age of Empires, Starcraft, Railroad Tycoon and many others. I also liek Minecraft, and what I like about it the most was automation of certain tasks, using  red stone circuits and stuff, but it  was lacking something I couldnt really put my finger what it is. So i built a giant self processing, self sorting rail station, got bored with it and never touched it again.  Thne I discovered Factorio wich also a really nice mining crafting production chain game. But somehow out of all of these your game  has the most potential to be the most fun in my personal top 5 list. 

I understand that it is hard work and it is still work in progress, so I decided to make your life even harded and to give you a ton of suggestions!


I made a list of suggestions and added some explanations to it, sorry it is a bit long . 


Containers

  • no teleportation between containers

jI think no teleportation between containers would add functionality and gameplay, as player would have to design material hubs with warehouses as well as transport paths using wheeled carts and such to deliver raw items to construction sites and production areas.

  • Various sizes for different size items

It is weird to be able to insert a 100 logs into a small container, I think logs could be stored in a stack on the ground or in a special roof covered building, kinda like bot storage. Metal ore and other raw material for example could be stored in a pile inside a concrete semi fenced area like in real factories. 

  • warehouse building

a special warehouse building that can store several types of res at a time to save space and could also be connected to rail system. For example it could have a loading dock. Now that I think of it, it would also be fun to have to build a cargo barge as an alternative to a bridge between water separated areas.

Items

  • items have weight

Items should have weight, as it would be difficult for a player to lift and carry an entire tree trunk, and store additional six of em in inventory. Actually, when I first saw the game several weeks ago, I was finally happy to see someone implementing something similar to carrying capacity in the game (that is before I learned that you could put six more trees in your inventory and still run around) I like games like Minecraft and Factorio bur it is so weird to be able to carry three tons of processed metal in ones pocket.

  • dimensions

I think similar rules could apply to item size. Inventory could be represented as a grid of tiles and different items could occupy different amount of tiles.

transportation

  • various transport equipment for different tasks

As was mentioned earlier, if magic teleportation between containers was removed an additional fun element in the game could be implemented. It would be great to have wheeled carts, pump trucks or something like that.

  • vehicles for bot crews, folk and player

A type of truck could be added that could transport certain amount of resources as well as several bots. For example a bot construction crew loaded with material could arrive at the site to start building.

  • rail system

Fastest way to deliver items across the map. Also transportation capacity is significantly larger.

equipment

  • may malfunction

It would be fun to have to manage equipment, For example a saw blade could wear off with usage. Or a random malfunction could take place which would require a maintenance bot to service it using specific tools.

Electricity

- Electricity would be nice to have for additional morbid fun! Wind turbines or coal burning generator or water wheel operated. But all equipment should have a source of power including bot batteries.

bot batteries

  • Bots need to connect to charge station or require battery replacement

Bots may need to work in shifts on the same task as it takes time to recharge abatttery at the charging station.

starting setup

  • at the start player has some essential items

If you do decide to implement some of the thing mentioned. I think it would make sense to give player some processed resources at the start of a game, For example a Basic wind turbine module packaged in a container that a player can unpack and install.

  • tools and material to build basic machinery

Also, a player could receive not only material like planks and poles and some gears to assemble initial workshop equipment there would also be essential tools like hammers and wrenches or screwdrivers.

  • player chooses initial drop zone for starter items

Maybe it would look like an air drop or delivery from space. But at the start of a game player could choose and area where starting gear would land.

Folk

  • folk can wander into dangerous areas and become victims of own curiosity
  • depressed folk can display aggressive attitudes and engage in vandalism

]

bot programming

  • ability to extend bot memory with upgrades like data storage
  • IF ELSE OR AND capability and nesting
  • algorithm DB for command reuse and code assembly

for bot programming purpose it would awesome to have a database where you could choose to copy commands a bot has learnt. Initially you would have to show a bot what to do by example, but as you colect  more code snippets you could reassemble it, produce a script load it onto a drive and load it into a nex bot. 


Of course these suggestion are soming from someone who is into strategies and stuff, I undersand that sometime for the sake off fun many things are not included in a game just so people dont start yawning. 


Also if you ever need a Russian or Ukrainian localization I would be happy to translate it for you free of charge. 


Vladimir

Developer

Спасибо!

Thank you for your enthusiasm, feedback and suggestions (and kind offer).

You might be pleased to hear that we have already implemented some of these (for example, the 'shared' storage has been taken out) and pretty much everything else is planned.

We hope to be sharing more news very soon.

All the best

Gary and Aaron

Deleted 6 years ago

Those certainly were a large number of ideas.  I hope that you put most of them on the 2019 list of programming tasks rather than the 2018 list of tasks.  It's been over 4 months since the last update and I'm sure that most fans of Autonauts don't want additional delays.  I recall that you said that your progress reports would appear on some other site.  Would you please provide a specific link to the other site's post so that we can find them without a lot of searching.  Thank you.

You know that the two normal bots (crude and basic) are wind up powered? And that the Steambot is fueled with logs? Sure, a computer bot (probably made with plastic and core processers) would require electricity, and an advanced construction line would require power too.   

when is it gone update

I have some questions about the new version being developed.  I saw your image shown below from the "Wotta Lotta Botta" post that you said "This is what happens when you mess around with the new Bot construction system to mix up the baskic Mk1, Mk2 and Mk3 parts :)".
I presume that perhaps Mk1 might be the head part, Mk2 might be the chest with arms part, and Mk3 might be the legs part.  Do we need all three parts for every Bot?
I guess that for a Bot to be able to "Shout" and to "Repeat until hear" that it must have a "head" part. Is that right?
I guess that for a Bot to hold objects that it must have a "chest with arms" part.  Is that right?
I guess that for a Bot to move that it must have a "legs" part.  Is that right?
Is it possible that for some situations, a Bot might function without a "head" part?  What might be some such situations?
Is it possible that if a Bot does not need to hold objects that it might not need a "chest with arms" part?
Is it possible that if a bot does not need to move that it might not need a "legs" part?

In the latest released version 21.2, I have several Bots set up such as those shown below for my "Fishing" group.  I have one Bot named "GoFish" (wearing a Party Hat) that waits "until Salmon Storage not full" and then will "Shout GoFish".
I have one Bot named "StopFish" (wearing a Guy Fawkes Hat) that waits "until Salmon Storage full" and then will "Shout StopFish".
I have seven Bots named such as "Fish1" that wait "until hear GoFish" and then will "Repeat until hear StopFish" the two steps "Find nearest Deep Sea Water" and "Use held item" (which is the fishing rod).
I have three Bots named such as "Fish>Stor1" that move the Salmon to the Salmon Storage.
I have two Bots (wearing Traffic Cone Hats) that rewind the other Bots.
Is it possible in the new version that new Bots such as "GoFish" and "StopFish" that never hold objects and never move might only need a "head" part?
Thank you for your information and for all of the great work you have done with Autonauts!

Developer

We've thought about the idea of having a Master Bot or something like that to orchestrate communication like you've described but that's quite a complex thing for the player to understand and make. We like to keep things simple if we can. We'll keep thinking about it.

Developer

Each bot must have a head, a body and a drive. Each body part will come with different abilities so you can mix and match what you need.

Thank you for this information.  Can you list the "different abilities" for each body part for us?  If each bot needs a head, a body and a drive, does that mean that different types of heads have different abilities, and likewise different types of bodies and different types of drives similarly have different abilities?  I can imagine that perhaps some Bots have big heads with more memory than Bots with small heads, and perhaps bigger bodies can hold more than smaller bodies, and perhaps big legs are faster than small legs.  Is that what you meant?  Or did you mean something else?  Perhaps like the current version has "Crude Bots" that can carry more than "Basic Bots", and "Steam Bots" can carry more than "Crude Bots"?

Developer

So the head controls how much memory a bot has. The body or "frame" controls how much it can carry. The feet or "drive" controls how fast it moves. There are a number of other variables but we're still working on those.

That is what I thought.  Thank you.  Please keep us up-to-date on your progress.

There's a bug in the latest version where, i'm not sure about the cause though, if a steambot has this script then after maybe 2-3 repeats it stops picking up charcoal even though it goes over the script.

Developer

hmm. So does it walk to the charcoal but fail to pick it up, or fail to find the charcoal in the first place?

Both

Developer

Do you see the red cursor point at the "Find Nearest Charcoal", "Move To Charcoal" and "Pickup Charcoal" instructions as the bot runs the script?

Yes the cursor did move in relation to the script.

Could the reason be because of my setup?

Also log production has slowed down a bit which seems to have fixed the issue for now.

Developer

If it starts to happen reliably again could you send me a copy of the level file please and I'll take a look. Thanks

If you put items with durability into a storage crate, and take them out again, they will recharge all durability.

Developer

Yep, this is a known exploit. Thanks for reporting!

if it gets fixed that will wreck my base which uses this to do practically everything.

I am very proud to say that my Autonauts has 100 Extremely Happy Folk!  :)

Developer

\o/   Nice!

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

(1 edit)

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

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