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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: 61,746 Replies: 1,418
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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 :)

(1 edit)

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.

(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
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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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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)
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Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/Assembly-CSharp.dll (this message is harmless)
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Platform assembly: /home/tc/Videos/Games/Autonauts/Autonauts_Version_21.2_Linux Universal/Autonauts_Data/Managed/UnityEngine.UI.dll (this message is harmless)
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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 :-)

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