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Make and teach robots to automate the world! · By Denki

Feedback, Bugs 'n' Stuff Sticky

A topic by Denki created Jul 12, 2017 Views: 41,137 Replies: 1,421
Viewing posts 292 to 491 of 493 · Previous page · First page

wow I made new Town and already liking the small changes...specially disappearance of seeds so much cleaner XD

Thanks Denki!!! More Support!!!



The cereal crop bug is back but now my people will only tend to one tilled soil square. I guess my people will go hungry this version lol.


Oh dear. What's the version number in the bottom left corner?

It seems to have fixed itself after the 7.1 update. Thanks :)

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@ Dev's
i have a bug - i think at last.
my bots that uses buckets are always stuck at theit destinated storages at the last step Add to Milk/Water Storage with thair empty Bucket after loading the Game. The Script is short and easy so this time only Text.

In a Forever loop:
Find nearest Cow (Full)
Move to Cow
Use held Item
Move to Milk Storage
Add to Milk Storage


Just did a quick test and it seems to work fine in clean set up. So check the obvious things : Was this worker created and taught in an earlier version? Is the storage full? Did you delete and re-build the storage? Have you tried re-teaching the bot to see if that fixes it?

it looks like it is working now in 7.1 or it comes from space spamming if i need to find the right bot when they are in the same spot. 

so as a suggestion, how about ther nametags also show ther tool and if multible bots are at the same spot their Tags will stack ontop of each other so we can clearly see them? i always search long for my wood chopping bot between the trees. ;)

and while my mind is going, how about a locate button underneeth the close button in the teaching screen. if a bot runs away becaus you are not want to stop them right away from work, just want to look into the code - and then you need to search for the bot. that can get messy if he is stoppet under a tree or behind and so on.

Feedback to V7 update: The 32kb of Memory the bots have i think thats is to low. Maybe double that?

or more bots? MAHAHAhahahaha


The limitations are intentional of course to get you to think about how to solve the problem. And of course better bots will come along with more memory :)

Okay cool.

I build manual 4 Bots but well ... i think something went wrong. I noticed that and decide to place each bot separately.

can't figure it out but i think these are a bit too much, three of them are are not in line because i realised that nice happening after starting to setup bot 4. top left of the red marking is bot 4 that i build as planed. all other are duplicates.


I'm not quite sure what the problem is you're having. So you're saying you don't know where all those bots came from?

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yes, i do only build 4 because it's not possible atm that x times works inside an x times command so i'm not using that bot and build them right away by myself. most of them also have no names, that i think is also not possible because i already do have some bots with the same name. 

I updated the save file on my google drive with a version 2 of that save with that bots, if you like to look at that mess. i will wait for you and if you like to, this version is my latest so if it is possible and not to much to ask, that version can be fixed with that weed problem. Thanks. :D


Ok can you send me Autonauts_data/output_log.txt please? There might be something useful in there for me

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As you wish, here you go. + Edit in the post before.
Edit: If you Read that part at the Top, yes i do have a nearly 8 year old GPU. x'D Can't wait to get my Hands on a Threadripper and RX Vega.


Nothing useful in that log. So was this a one-time thing or have you been able to reproduce this problem? Is it still happening in your current level?

it's a one-time only thing. i was trying this four times by now, starting in my previous save. i think that was just a glitch maybe based on my own unity installation? or visual studios or what ever.


Just to check, have you used the level editor on this level at all, or modified the save file in any way?

No, but is there one? x'D


An unofficial one but yes, there is!

Thanks for helping everyone out on Itch btw! If you want you could join our Discord server and speak to others about Autonauts :)

Hey Denki, i try a lot the last days in my spare time but i can't reproduce this Bug.
I will switch these days to V8 or maybe i need to skip to next Monday because my Workload is granting me not much time to play anyting. 


Ok no problem. I've had a few other people report it so hopefully someone will produce a log file. Thanks

I make one bot and I was teach [take axe to chest, cut tree, return axe to chest]. and that axe din't broken even log is full of chest. is it bug? or other?


Yeah that's a bug. Tools reset when you put them in storage.

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there is a bug, the bot for some reason never leaves the first 4 times loop, it just makes butter for days lol



   while(storage.butter == not.Full){

      for(var i = 1; i <= 4; i++){   

         for(var a = 1; a <= 2; a++){





         for(var b = 1; b <= 2; b++){







      for(var c = 1; c <= 4; c++){





      while(held !== null){






also i can confirm it runs fabulous on kubuntu 16.04 with onboard graphics


Unfortunately "Repeat X Times" inside a "Repeat X Times" isn't supported as yet. Thanks

ah i see

Aw shucks, was just going to post this same bug.

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Hello! I think I have found a bug: when my robot was about to chop out a tree I wanted to teach him new stuff and the tree wasn't fully chopped out, the log itself was still in the soil. I can't do anything with it, I can't finish the job.

After returning in the game the log wasn't there anymore but the place of the tree was there. Can't do anything about it.


Oh dear. I've not been able to interrupt chopping halfway before. There is a bug where the bot runs out of energy half way through chopping. It's not something to do with that is it?

I got 3 soil that shows a hole but says it's a tree in my test save, which I can't find after the version 7


Hopefully that will be fixed in Version 8 on Monday. Thanks

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A botlist with (energy) status, active task, 'go to' button. The selected bot should also be highlighted on the map that hopefully is comming.

How about an option to decrease the range for pickup things so "factorysets" dont interfare?

Visualization for benches what they produce, an icon over the bench (could be ugly) or some additional details on the bench.

I dont know what you planned for bots but for charing i like to have fast bots and strong bots for storagework. And what advanced bots could do i cant imagine yet.

In 4 games i only build 2 crude bots. It shouldn't be possible to skip the "tier 1"-part of a game?!

Edit: Hats could give a Bonuses. Something like "-2 chops to fell a tree". But then they should harder to craft, maybe with an additional resource like hempfibre. To use hemp you have to build something with metal to make it more "endgame item".

Same for totems an Area of Effect: "+X time to become hungry" and Beacons "+Movementspeed".


Some great ideas here. Some of them we've already got on our list. If you want to what we have so far you can view it here

Only saw so far the list is not short but more brainstorming is going on:

- stone walking paths (or deco floors when bots can use scooter ;))

- Electric bots powerd by a network of beaconlike poles. The power is provided by using charcoal and water in a steamboiler.

- To add a kind of progress there could be a reseachtable used by an advanced bot. For that bot you'll need glass (diggin+smelting sand). Maybe there could be different tiers of reseach, so its possibly necessary to reseach the refining of metal/glass first.

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Damn, i got nothing new :(

I didn't see stone/metal storages for more/most capacity.

When you add nighttime u have to add lightsources too (torches or lampposts that needs coal as fuel and electric lamps for lategame).

And when there are hostile creatures we'll need military bots (melee+archer) to protect the villagers. Midgame military bots could have crossbows, shield/armor, maybe cavallary (horsebreeding?).  Guns can be for lategame depending on the hostiles. ;)

no Spinning Hat Cap for faster bot movement?  hehehehe

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The bot-scipting window shouldn't close after trade.

edit: change gamespeed, 2x,3x....

edit2: show walking-path

Totally need IF / ELSE statements
also hard to click the checkboxes on find nearest command, it should be on the left side instead closest to the left wall so it doesn't get hidden.

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I found something interesting. I ordered my robot to dig out weeds and plant cereal seeds on the spot, but after approximately 10 times it plants the seed and the seed remains at the robot. 

EDIT: In the 7th version I don't experience the bug. 

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dunno if someone found it before me, but when creating a loop with X times within a loop for X times, the outer loop will run indefinitely.


2 times[
    2 times[
         do X]
do y]

you might wanna try that. had a robot set up to make other robots, but only four at a time. ended up with an army of robots :D

i scrolled up a bit. someone else already reportet it.
i also had a hard time starting new because the tree seeds disappeared before i had time to make a workerbot to assign him to collect them. had to chop down an additional forest for new tree seeds to kickstart my tree farm :D


Yes nested "Repeat X Times" isn't supported yet. Thanks

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For me cereal planting is bugged in 7.1 ( the worker stays in the same spot, plants, waits for the plant to grow and be harvested, plants again). Cereal seed planting works well.

I think he still sees that stop as a weeded soil as it keeps looping " Find nearest Weeded Soil" "Move to Weeded Soil".


Would you mind posting a picture of the script you use for this bot please?

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Sure, it's the same script i use for all bots

Also this happens for all buildings on 4k

you should move the >Move to General Storage with >Take from Gen.Storage inside repeat.

Nope, it works like this and it is faster :)

And that is not my problem, cereal gets picked up just fine.


So, just to be clear, Cereal Seed works fine but Cereal doesn't. Is that right?

Yep, i can give you a save if you want.

The game was started on 7.1 so there shouldn't be any upgrade issues.


ok yes that would be great if you could please.

I will do that as soon as i get home.

Also you where asking about a usage for the IF/ELSE statement. I would love that as it would allow me to tech them to get resources from the nearest general storage or from them ground instead of walking half a map when there is a log or something else next to the autobot.

Here is the save!AiXBIYMh6Ex7ls8v7-ZQLL9ZzmFztA


Right I think I've got that big fixed. It should work in Version 8 on Monday. You'll need to reteach that particular bot however. Thanks

I have tried to automate the production of buckets but it wont let me.  The bot moves to General Storage but doesnt pick up anything but moves to basic workbench and gets stuck here.  Also when I was fixing this I seemed to have some "ghost" item in my hand as i was unable to pick anything up and i had to drop this "ghost" item on the group to fix it


Yes the "ghost" bucket is a known bug and will be fixed in version 8 on Monday. I think everything else you're seeing is as a result of this bug. Thanks

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Awesome game. Love the concept. On the bridges everything levetates for me but the ramps up to bridges are good. also the trees grow kinda wierd with the final growth step being lower than the preivious. looks cool tho and i don't mind it. being able to interact in the freecam would be cool. also a first person mode would be neat. thanks for the awesome game.

the following are not bugs but ideas. could the water start off being discovered or able to be discovered from the land as it is quite difficult to bridge and it makes the map look wierd. in the script for recharging a bot, it specifies crude or basic but they will do both anyway. maybe 'recharge bot' instead would be better. i like how the bots slow down as the battery becomes flat - that is a really cool feature. items in the inventory and not in the hands could change the speed of movement. also holding a 'heavy' items (which you can only hold one off in hands)  could slow down movement by more than 1 'light' item does (light - can hold 4 in hand). 

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please allow bots to carry others. i left the game running over dinner and have spent 20 mins manually moving bots and i don't know how much longer i will need to do it for to get to the basic bots. also i made a few hundred crude bots and the new ones with no name don't follow their script or do anything. kinda my fault for letting it run too long but a little annoying. any solutions before i start over? folks should not always sit in the same direction. in the huts it looks wierd.


We disabled bots carry bots because it was causing too many problems but we'll probably add it back in at some point.

Yes I'm trying to work out how the bots with no names bug is happening but I've not been able to work it out yet. So I don't really have a solution to fixing it for you yet.


Hi guys i'd like to report that milk buckets are somewhat buggy IE they are sometimes invisible while being held in main slot of both player and robots and if i try to empty such bucket to milk storage nothing happens and i cant move ever again.

Hi, there seems to be a bug in the pathfinder, after building a bridge to the island on the west, at least 4 of my robots end up going all the way to the upper right corner of the map while looking for the closest item, including 3 cases that have a beacon nearby (foundation seeking builder-bots) and one that doesn't (a clay pot pickup bot).


Yes this is a known bug with my flaky route finding :) I'll be re-writing at some point. Thanks for reporting.

There also seems to be an issue that if I click far enough from the current location the player character will not move.


Yep this is a known issue. Thanks

Player could eat to get a +% movementspeed for X seconds/minutes buff. Maybe the cooked food can give different % or lasts longer.


The native's squeaks are cute for a minute, but after an hour


Hi! I found a bug. Sometimes (every times I play Autonauts) I open the game and all is ok. But after  minutes of gameplay the image stop but the game continues. And I need to close the window and start everything again. I don't know what is happening.


Hmm sounds like a video driver thing. Can you send me a file called Autonauts_Data/output_log.txt please and I'll see if that has anything useful in it. Thanks


First of all, it is my birthday this Sunday and it would be the best present ever if my favourite game, Autonauts, would be updated on my birthday. Please!

Now, onto the bugs:

I have found a bug which I have found on v8 macOS and v6 windows 64bit (I have only checked on these versions, it is likely that it is in other versions too) where a tree has the effect on it of a mouse hovering over it, so the leaves turn a lighter colour. This is fixed by hovering the mouse over the tree and moving it away again, but eventually another tree will have the same effect.

Also, I have found a rock that naturally spawned inside a mushroom, so the mushroom looks like it has spikes on it.

I don't know if this is a bug or not but I found a folk doing a handstand.


Hello. We're actually going to start doing builds every Friday and the first one will be in 3 days time so that kind of counts :)

Yep both of those issues are known. Thanks for reporting.

Think I found a bug, maybe. Everything disappeared from the world. Trees, buildings, grass, weeds, crops, folk, everything but the player. Weeds eventually started growing on soil, but otherwise the world was empty. This happened in 7.1 (screen shot is from 8.1, but it looks the same).

I was not sure I should report this because I did edit my save. I changed the names of the bots but nothing else. It is possible I made a mistake, but not likely. The edited save worked for a few days, and I have versions of the save that are still working.

My Emptiness

Me and the Weeds


Sounds like the level has been broken :( If you send me the file I can fix it and send it back. Thanks

I have a bug

If you program a bot to use a beacon and then pick up the beacon and move your player and don't put it down, the bot still finds stuff in the place the beacon used to be.

It would be awesome if the bot would find stuff in an area around the player/bot that picked it up.

Also, can you please delay the update to be on Sunday not Friday because it is my birthday then.

Btw I have played this game from v4

I don't think it is very smart to delay the update to Sunday if the next update is on Monday.... That doesn't make sense to me...

updates are now on Friday


what do you mean?


"converter" is our term for any machine that takes ingredients and converts them into something else.


can't open game shows only as a ZIP archive cannot decompress, it's on a Mac

I just downloaded the game for macOS, moved it to my desktop then ran it and it worked

I'm not completely sure if this is a bug or a feature, but here goes nothing:
I cant seem to change my crude robots original "sensing area" (or "work area") whatever it is called, not by changing by teaching it anything new, no nothing :( I just started so its only running a very simple "find tree in area, chop it, do forever" kinda script.

Also while I'm posting anyway, It might be nice with a simple UI thing that lets you know whether a building needs flooring or not, it was quite confusing at first. (The buildings that dont need floor should possibly also be able to be placed on flooring, just for looks :) ).

Regards Jule.


Both good points.

The Find Nearest area centers around where you teach the bot so by re-teaching in a different place, you'll set a new area. Also you can use a Beacon to specify an area. Just click the "?" symbol on the Find Nearest instruction and select the Beacon.

Yes buildings that require flooring are not clear at all. This is something we'll fix in a future version.


Weird graphical issue. If a bot has a script and you put in a new script using the floppy disk, the old script is visible underneath it.


This is actually a known bug but thanks for reporting.

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haha! i posted the bug before you!

anyone seen the apple trees yet?


coz you can only see them if you change the water digits(16) to the grass digit(0) or any other walk able surface.

lol just use a bridge

you cant place on the blacked out/gray area because you have not "explored" it yet and you cant swim/ move in water to "explore" the area.

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if you click and hold on 1 side, then drag to the over, you will have a bridge blueprint that goes into unexplored area

also, i made a fully automatic apple tree farm before you uploaded your post, so IN YOUR FACE


oh wow thx for the info bro!



I first downloaded autonauts at version 6, if I want to download a new version, is there any way I can transfer my civilization from the previous version? Or is there any way to update the version I already have and save my current files? Thanks!

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if you use windows then download the new version, go to C:\Users\<USERNAME>\AppData\LocalLow\Denki\Autonauts amd take take <your world's name>.txt and put it in the Autonauts file, under the app and not in the data.

if you use macOS then you will need to right click (or press with 2 fingers on the trackpad) on the old version, select the second option (Show Package Contents) and then select <your world's name>.txt 

put that in a place that you would be able to find it, download the new version, right click on it, select the second option and put  <your world's name>.txt BELOW the file called contents, NOT in it.

if you use linux, well, i don't know.

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on windows there is a way easier way to do this.

First go into the new version of the game that you downloaded then press escape then click the load button. After you have click on this C: ( should be on the side bar) and find user. Then find your username. Once done find app data then go localLow then Denki then Autonauts. Your save file should be somewhere in there.

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I have something to I want to be added to the game, better workerbots the crafting recipe could be something like this

Number of metal gear(s) Number of metal plate(s) Number of metal rod(s) = Expert Bot

EDIT:One thing is never enough, so I got more. one thing  is you need a better Worker assembler (maybe call it a warehouse or a factory) to craft these new bots, another thing is you could upgrade your Bot at the Worker assembler and not need a warehouse or factory (whichever one you choose to name this possible structure.) and it will cost a lot

plz add this in v10 Denki


Yep another bot type is high on our to-do list. Not sure when...


Thank's for doing such a great job, by the way, I love the game and like the way it plays

Keep doing a great job!


\o/ Thanks!

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Weird blue overlays. Or Glitches. Or something.

Ok, so i just installed the latest version on my MacBook, and there a very annoying bug that pretty much makes the game unplayable. Unless I am alinged in a specific way with a world chunk, there is weird blue overlay on top of that chunk. And it occurs most of the time. It doesn't seem to flicker but it does seem to depend on the angle you look at it from. It is also rendered above the ground, but not enough to cover items and the player. I have a feeling it might have to do with my Intel Graphics, let me not try to describe it, have a look for yourselves. And if you care there is a screenshot of my specs in there too.

And if you think the screenshots aren't enough, I could upload a video to YT. Just tell me.


Wow! Not seen that one before. Yeah at first glance I would blame the gfx card. Looks like it's just the ground tiles not drawing properly. If you could make a video that would be super helpful?

I edited the video to give a little more context, bucause i forgot to setup the audio recording. Also notice how the "Made with with UNITY" appears for a bit after it has faded completly. I don't know if that happens on other computers, but I thought I'd point that out. Don't mind the stuttering, it's just the recording. 

Also I'm not sure I made clear in my initial post, the bug is annoying, but the game still works and I kinda tried to show that by picking up the stick in the video. Just to clarify.


Fantastic video! Thanks for the help. I'll add it to the bug list and see if i can get it fixed.

Thank you. I also just downlaoded version 8 and the same thing happened. So it looks like it's not a v9 thing only.

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I love the game, but it lacks music and what feels like an objective .

Although not being a critic i rate 

7/10 Still In Beta But Has A Good Future

Side Note* Don't Rush Or The Game Will Be Bad


I found bug. When i place dry stone wall next to end of the world it get that yellow-black think enxt to general storage.

You can that on this video that i create : 

Please fix that.


Yep this is a known bug and should be fixed in Version 10 on Friday. Thanks for reporting it.

First of all Autonauts is a great game and I like it.

I played version 9.1 and I think there are some things that need to added the game

- Grouping buildings and items.

- Some sort of achievement for unlocking buildings. because having all building at the start is confusing.

- Game need day, night, season, climate, rain, snow and …

it is boring with out these and less challenging.

- Add more modeling. for example the Flour model and Charcoal is a simple cube or Wooden Shovel and Wooden Axe are very similar.

- The color and modeling of most buildings is not good, These colors just doesn’t look right. Generally the game need more color and wise choosing.

- There isn’t harmony between models style. for example compare Boulder with Grass

- Drag and drop from inventory for dropping an item.

- Bot programs need if statement something like this: if cant find Crude Shovel pick up Wooden Shovel

- Bot program need something like: wait for 10 second

- Design of menus isn’t beautiful.

- Does robots really need inventory?

- Add something to inventory for building Crude Axe. The way of combining Stone with Stick is not the best way to do that

- Showing how much left to break a tool in inventory or model.

- Use color image for General Storage

- Rotating building blueprints with mouse

- Rotating camera with arrow keys

- It is better to program bots with flowchart


Great feedback. Thanks.

I'm not sure what you mean by "Grouping buildings and items"

for example, build menus like this:
Item > Tools > Metal Shovel
Item > Material > Metal Plate

My English is not good so excuse me if I can't  explain better


Do you mean show what kinds of things each building can make when you hover over the option in the menu?

I've found a bug  in version 9.1. I've looked through the past couple pages of this thread and didn't see it being previously reported, but I could have missed it.

When two bots are set to place an object into a currently-full storage, and you take one object out of the storage, only one succeeds in placing the object in storage, but they both move to the next task in their program, so the other bot is still holding an object and its program gets thrown off. (My two bots are at separate storage boxes, in case that's important.)


Ah ok I thought I'd fixed that one. Thanks


Actually I just realised it's already on our bug list! Thanks for reporting


Where is the bug list? Searching through that would probably be easier than trying to comb through this thread.

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Omg yea! that's a great idea roger. denki you should make the buglist a public document so that users know which bugs have already been reported and also have a link to the original person thay found the bug, so that we can see the original screenshots and videos posted with it. and if the bug is to be fixed or currently is investigated, you should also have that noted there. preferably it should be a google document (my opinion) which you can just open up in a browser.


Try this

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oh nice. that's really good and detailed. you should probably put that in the first post in the thread so that people know. (damn typos, i keep seeing after i click post)

Thanks; that's perfect.


I think you should add resolution options to the game, for those who want to play at a lower resolution
Even the game being extremely lightweight, in pcs like mine, which sucks, they lag in large resolution, with lower resolution option I can play without lag
Would it be difficult to put that into the game? By the way, the game has an incredible idea and is very good, if possible, keep adding and improving it.

Bad english, google translate fault

I think it would be nice to have in game the ability to set a specific resolution "H x W" since my monitor doesn't support the preset ones and has black bars on the top and bottom >.< (no the black bars are not graphical problems, I know)

I was reading through the change log and I saw the fix "If you used LMB on a worker while you were teaching it, it would produce recharging instructions."

I was actually very happy when I found that, and considered it a feature. Because I tend to keep a network of recharging bots covering all my other bots, it can be a hassle to actually get a dead bot when I want to train new charger bots.  Would it be possible to add an easier way to train recharging bots? It doesn't have to be the old way, but something easy/straightforward would be nice. Or does this exist already and I just don't know about it?


In the future I'd like to have all instructions be added to a script by just dragging and dropping them from a selection. This might be a while coming though :(

That sounds like a good solution to me, too. No rush; I really like the game so far! :)



Found a small bug, when building something there is no information pop-up to show what is needed build the object. It is just labeled as "foundation". The picture shows the crude bench saw, but it happens with the flooring, storage crate and the crude workbench as well (I haven't tried anything else yet).


If you hover over the name you'll get the extra information you're looking for :)

Ow! That is very fancy! Awesome!

I SO cannot wait to play v10.  I'm stuck out work.  ARG!

When you hover over the name and finish building the popup info doesn't go away until you save, quit and load.

(╯°□°)╯︵ ┻━┻


Thanks. Yep, we have that bug logged and will sort it soon :)

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Hello, I have found something that could cause confusion to (mostly new) players.

I don't know in what update it got changed but at the Worker assembler(for example) you need a "CrudeCog", but at the Workbench it's still called "Crude Gear" and it would be good it you could change that.


it does not use gears and

and on blueprints it is called a gear

and it is called a Crude Gear

also it is called a crude gear when you craft it


Found a bug: Some bots making really, really long bridges will go to the upper-left corner. They even did this when the map was black. Attached is a save and an image. Also, lag, but it goes away when I press space. is the save URL.


Thanks, @henryfbp. That one's already on our list :)


i hope one day this game will be on ios and android


that would be really nice ...

hallo denki, i think this is a bug:

i would build the brigde to left - but my robots going over the other bridge to the upper left corner from the map and hangs there->> so i must manually hole back the robots - because i tell the bots find blueprints around beacon

hope i could help you - the game is very nice und makes fun

This has already been reported. In fact look at the post above yours and you will see that it has been reported MULTIPLE times.

sry for this - i have only klick the report botton on the first page :-( - next time i will look before


Hey, no problem, @telekar!

Is the thing where my people refuse to eat still a thing? I constantly make them porridge but they get bored.


They also like milk, bread, fruit and pie.

Thanks guys

I have the same problem before.My solution is take all the villagers and put they down on Crude Huts again,then they will be happy and eat food.

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Hey, @Denki

I don't know why have you implemented "the two steps" on hover information on buildings. I mean on first hover it gives only the name. To have more information you need to hover again on name. Is it something about game performance?

In my case that only increase the time that you need to achieve information. Even the basic ones on storage depots which you constantly check. It really annoys me. 

It's really a way to combat a fairly common graphic bug where the hover info never disappeared. Maybe when the game is further developed or is requested enough times, then a new UI may be implemented or the old one would be restored.

To achieve two step hovers, you need to keep the first opened window for a while, to be able to leave the hovered item and hover the opened window again. So there is a timeout on each hover window to be disappeared. This also cause another annoying issue. even on every tile of the map mouse hover gives you an info. You need to wait for it to get closed to reach if anything below it. That is also causing the hover bug. On some situations timeout resets and the hover window never be closed again. To fix this you need to open another "type" of that window. That system is totally annoying for me... Forget the names just open the info window...


Yes we were trying something new out to stop having an enormous panel on screen. We'll probably end up having a second panel in the corner somewhere instead.

Folks still appearing on deep sea/water


Yep that's a known bug, thanks for reporting


More impressive is how they don't drown.


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I have a bugged out steambot. He needs charged for some reason (not sure why as I set them up to retrieve a full inventory of wood). I can't charge him or trade with him to give him wood. I can't interact with him at all to see what's wrong with him. Oh, also I had to download the game manually (no update came through app.)

Developer (2 edits)

You need to have wood in your hands and then RMB on him to give it to him

Developer (1 edit)

Ok the autoupdate through Itch should work now. Thanks

Ok thanks. Apparently the new bots just can't be one that uses a tool. (well w/o manually giving them tools) In other words, no way to set them up to fill their inventory w/wood get a tool--use until hands empty but also keep inventory full with wood. They are still nice and useful. I love the canoe makes finding new areas a lot smoother.

(2 edits)

You can technically have the tool-using ones keep their inventory with a log in it.

Fill their inventory with Stone except for the last slot, in which you put a Log, and their hand, in which you put the tool.

With this, if they burn their Log, they will stow their tool, grab a log, and then cycle back to their tool, leaving them back with a full inventory and a tool in hand.  Then they'll do their task up until their hands are empty (and their tool broke), after which they'll go back to the tool storage to grab a fresh tool.

You can add an empty "Until (X) storage is not full" just after the "until Inventory Full" block if you want them to not bother doing their task if your storage is full for that item anyway.  For example, I could say "Repeat Until Clay Storage is not full : (Nothing)" and the bot will just sit there waiting for there to be room in Clay Storage before they start digging again. Since waiting around like this doesn't use any fuel, it's okay that the program will wait there until there's room in storage.

When the bug is fixed that is making the bots consume their entire inventory, you don't have to prime them with stone anymore.  They'll still have a full inventory of logs they won't be using, of course, but the time saved not having to hand them a bunch of stones first makes up for it.

Edit: Actually, there's some problems with this, because for some reason, burning a log that's at the front of your inventory won't actually shuffle the rest of the inventory down.  Instead, it leaves the gap at the front of the inventory, meaning it messes up the cycling since when you store the item, it'll be at the beginning instead of at the end.  So you have to use a full inventory of logs, and use Cycle item Up instead of down.

Game doesn't load up for me :(
Just says "Made with Unity" then stays black.


Oh no! Ok what OS are you running?

Windows 10


Ok can you send me a file called "Autonauts_Data/output_log.txt" in your install folder please and I'll see if I can find out what's wrong?


(1 edit)

How should I send it?


You can just use something like Dropbox or Google drive or any other number of file sending services and then put the link here. Alternatively, if the file is small enough, you can just copy and paste the contents here (it's a text file).

Initialize engine version: 5.6.3f1 (d3101c3b8468)
GfxDevice: creating device client; threaded=1
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce 940MX (ID=0x179c)
    Vendor:   NVIDIA
    VRAM:     3072 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\Fabric.Core.dll (this message is harmless)
Loading C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\Fabric.Core.dll into Unity Child Domain
- Completed reload, in  0.025 seconds
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Rafi\Documents\Entertainment\Autonauts\Autonauts_Data\Managed\System.dll (this message is harmless)
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

The referenced script on this Behaviour is missing!
(Filename:  Line: 1514)

The referenced script on this Behaviour (Game Object 'MasterManager') is missing!
(Filename:  Line: 1743)

A script behaviour (probably MasterManager?) has a different serialization layout when loading. (Read 32 bytes but expected 44 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
(Filename:  Line: 1879)

UnloadTime: 1.628049 ms
Setting up 2 worker threads for Enlighten.
  Thread -> id: 210c -> priority: 1
  Thread -> id: 2294 -> priority: 1


Looks like you've not unzipped all the required files properly :)

Less of a bug report and more of a feature request: It would be nice to have a "Repeat until X storage more full than Y storage." (Either by raw number or by percent storage full would work for me.)

Motivation: When I add automation for producing a new resource, it sometimes drains my supplies for the whole pipeline until that resource is full. (In a concrete example, when I added metal / metal plate production, it consumed all of my coal, which in turn consumed all of my logs.) I can add a "repeat while [ingredient] storage full", but that just moves the problem somewhere else. Having a way to balance production based on available inputs would be helpful. Then again, maybe this is moving the robot scripting language too close to a full-blown programming language (with variables and comparisons and the like), and I'm not sure how you feel about that design-wise.


Nice idea. 

Hopefully we're heading towards a system  of proper scripting with things like branching like you're suggesting. The next version will reveal a bit of where we're heading :)


Ooooh. I'm eagerly awaiting this Friday, then. :)

(2 edits)

Can we please have more cows then sheeps? like 80% - 20% ratio on map creation? Cows needed for milk and we need a lot of milk for butter. Folks get bored from crude bread. Lets give them more  better food :)

i found a bug where you pick up a villager then go in a canoe you are stuck forever  i got a pic


I just tried that myself and couldn't make it happen. I just RMB an adjacent tile and I'm out again.

Hey Denki, First of all. great game. Im excited to see how this game is going to develop more and more. anyway. I tried to access the save file for version 12 but i cant seem to download or it just lags i dont know.


Hi thanks!

When you say "Save file" do you mean you've run the game and you created a save file or you're trying to download the game?

(3 edits)

I was trying to download the safe file but i couldn't for some reason can u put it on mediafire or something so i can download that safe? ;)

Look this is what it just endlessly loads while other sites instantly load for me so it cant be my internet. xd oh and i mean the safe file you put up for download on the front page. its called Party.txt Sorry for not mentioning. Anyway i guess it's not an issue in the game however i'd like to see the safe file :) by the way an idea, Put descriptions under what stuff does like for buildings i was first confused how to make a gear took me 1 hour to figure out i had to build a wood router :P 


Try this

 Thankyou that worked! :) Now im going to check out dat save boiii

i cant make a bridge accross the water even if i try i  build it at the edge of the i build to the edge of the undicovert water but it dest dicoverti


Try using a Canoe to explore first :)

(1 edit)

So, it's not a huge thing, but have you considered having your save files be gzip-compressed json instead of raw json? I just tried compressing one of my saves (using WinZip, but same idea) on a whim, and it went from 900KB to 70KB. I know both save files are pretty small in absolute terms, but I have a habit of making a new save file on each save in case I mess something up, so it adds up.

If you're worried about save backwards-compatibility, you can save the new files as [name].aut or something, and still parse [name].txt files as raw json. (And maybe have an option to save in the uncompressed format for people who want to fiddle with the save files.)


Yep this is something I will do in the future. It's become more of an issue now I've implemented autosave which fires every 10 minutes :)


Oh, I had missed the fact that each autosave went into its own file. Glad to know the suggestion wasn't as silly as I first thought. :P

Ok, I'm not sure if this is a bug or if I just need help, but when I open the game, every time, it shows the made by  unity screen, the game opens, aaannnddd it's just frozen. Nothing happens. I still haven't gotten to play the game. Please help.


Ok some questions:

* What OS are you using?

* Are you running in a window or full screen?

* Can you send me a file called Autonauts_data/Output_log.txt please in your install folder and I'll try to find out what's wrong.



In version 12.1(I have Windows 64-bit), I keep saving my progress, but it never saves past some time(I think about 1-2 hours...), and after that I can't find my save files in either the main saves or the autosaves menu...I tried this several times and it happened every time.


I just did a quick test and let the game sit for 2 hours autosaving at it all seemed fine. Are you running on Windows?

Can you send me a file called Autonauts_data/Output_Log.txt and I'll see if there's anything useful in there for me.

oh what I mean is I play for some time, save it, close the game, come back to it a bit later, and I cant find the saved file when I try to load it

here's the content in the txt(I dunno how to link it sorry)

Initialize engine version: 5.6.3f1 (d3101c3b8468)
GfxDevice: creating device client; threaded=1
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: Intel(R) HD Graphics 520 (ID=0x1916)
    Vendor:   Intel
    VRAM:     1133 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Fabric.Core.dll (this message is harmless)
Loading C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\Fabric.Core.dll into Unity Child Domain
- Completed reload, in  5.552 seconds
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Markus Bao\Downloads\Autonauts_Version_12.1_Windows_64-bit\Autonauts_Data\Managed\System.dll (this message is harmless)
desktop: 2736x1824 60Hz; virtual: 2736x1824 at 0,0
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 5.380515 ms
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 27.679190 ms
Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 3809.
Total: 7.374772 ms (FindLiveObjects: 0.346666 ms CreateObjectMapping: 0.153435 ms MarkObjects: 6.482464 ms  DeleteObjects: 0.391384 ms)
FabricSceneLoader Main
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
Setting up 2 worker threads for Enlighten.
  Thread -> id: 2ef8 -> priority: 1
  Thread -> id: 1ff0 -> priority: 1
UnloadTime: 0.445128 ms
Unloading 1440 unused Assets to reduce memory usage. Loaded Objects now: 58195.
Total: 98.536247 ms (FindLiveObjects: 4.666668 ms CreateObjectMapping: 1.065026 ms MarkObjects: 89.488449 ms  DeleteObjects: 3.314462 ms)

At first I thought I was not doing it on administrator but the problem kept recurring, so now I don't know

Hello great game. I don't see this bug  on ure list :d

I start to build a Gerneral Storage and add a wood axe. Then I teach the Bot's to take and add the item in there Work flow.
This items are not breakable.


There's a similar bug already to do with dropping the tool but I was never able to reproduce that. I'll update it with your addition. Thanks!

Not sure if I missed it in the current bugs, however in freecam, if not full screened, the mouse can move off of the window. Not sure if intentional or not, but due to the method of how it works, I would suspect it should be locked in the center while in free cam.


Added. Thanks

Bug: "Wait" doesn't work properly on linux (at least for me) the time a robot waits is greater than the seconds in the command . i tested the Party.txt and it waits like 2-3 secs on 1.0,  also with decimals like 0.1 the thing get worse...  i tested the Party.txt on windows and the wait time its correct so i think it's only a linux thing

update: i re-tested and this is the thing: 

0.1 -> 1sec,

0.01 -> 1 sec,

 0.010 -> 10

1.0 ->  10,

1.5 -> 15

15.0 -> 150

in summary: the " . " isnt recognized


Gah! Ok thanks for reporting. Added

i found why this happen: apparently, my computer's language settings (spanish) change float's  dot(" . ") to a comma(" , ") on string conversions. this may happen to other languages so a String.Replace() should do the work. i found that this comma problem also happens in savefiles (floats like CameraDistance, CameraX and CameraZ  have " , " instead of " . ")


Ah ha! ok no problem. Thanks

i wasn't able to fix the problem until now, if someone else is having this same problem this is how i could make the game recognize dots as decimal separators:

open a terminal in the game folder and write the command:


then in the same terminal open the game:


Okay i'm not sure what happened, i took a bot out of the bot storage and tried to give it a shovel. it dissappeared. i tried it several times and then i could finally reach its program screen but then i got stuck in it and the bot dissappeared aswell. Also it says "Name's brain" (Me is confused) it also ripped 1 hour of work as this is a world from the 1.11 build which i think autosave isn't enabled? Nothing to do about this. I'm not sure if this is considered a real bug or something but it certainly affected me! goodluck fixing this (If its even possible) Denki you're awesome.


Ok that sounds bad. Can you send me a file called Autonauts_Data/Output_log.txt please? here i think this will work


Ok I'm really not sure what's gone wrong there. have you tried loading up again to see if that fixes it?

nothing special, just all i did for all that time was gone :(. 


Check your autosaves and see if you can get a better one :)

It was a 1.11 build so autosave didn't work/enabled. Or autosave folder was full (there we're 5 in there from the Party world) I dont know but it's ok today is a new update anyway. Ill start a new one :)

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Suggestion: The current interface for crude data storage is kind of clunky/unintuitive. I was eventually able to find out how to use them by digging through the change logs, but for a while I just assumed that they weren't implemented yet.

I think that one possible alternative way to use the data storage would be to left- (or right-) click on an inactive bot to open up a screen similar to the bot teaching screen, but with a second panel on the right showing the program stored on the disk, and two buttons to save to and load from the disk. (The buttons could either be "save"/"load" or stylized `->`/`<-` buttons.)

So how do you even use Crude data?

From the v8 change log: "Put a Data Storage into the bot's inventory and Backup/Restore will show up in their script panel."

Bug: after clicking Weed with a wooden scythe,my character did an animation of removing it but then  the game got stuck. i tried save /load to get unstuck but after that my savefile was empty (i have my inventory, but every object in the world dissapeared: buildings, robots, animals, items, even trees!)


Yep that's a known bug and will be fixed very soon. I'll do 13.1 shortly :)


Version 13.1 is now available which fixes that bug. Thanks

There's a bug! When you take a bot out of storage, it gets a random name (IE. Bert). It must be fixed!

Not really important, as you can simply rename them.


Yep that's a known bug but thanks for reporting

My SteamBot which I made shear sheep is now floating in the air. What?!


There's a known issue where a bot will slowly float upwards if they shear many sheep in a row without moving in between. Is that what you're seeing?

hello ,

great game, i love it.

i have a bug with treathing maching , it broken when i load my save, can t craft an other, but 2 work nice , and 2 broken, in a new game its  ok.


ok can you send me your save file please and I'll have a look. Thanks

how can i send my save?

i see there other machine are broken, i enjoy to give this save with bug for the future patch.


You can use something like Dropbox or Google drive (but there any many other file sharing solutions) and then send me the link here.

sorry i dont fond how to insert a file


Just search for "online file transfer" and choose one :)

hello, can you send me an e-mail adress at , it was more esay for me to send my save. 

i try the lastest update 14 , good idea the reshearch  and fish.

if possible you can give the folk to need some cloth? 

I broke the bot storage once by making one and it said it was a log storage andd I could actually put logs in it

Hey When I save some blueprints will disappear and i'm trying to bride with robots but i can't

Relatable! >~< I have a similar problem.


Try updating to 13.3 and see if that fixes the problem. Thanks

There is a crisis! In my last save I had structures built (Walls and fences). But when I came back today, some of them dissipated!

I deleted the save, so I don't know a way to show you, but if it happens again I will!


There was a bug which may have caused this which has been fixed in 13.3. If you can find your old save it should still work with the new version.

I used it in 13.3, however I migrated to 13.4 to see if it's fixed!

(1 edit)

I am having trouble saving. The game stays on the Save Game? screen after I press yes. I am on a Mac with the newest version 13.4. Am I doing something wrong or is this a bug?


Mac doesn't like saving in the same folder as where the game is installed. Try saving to the desktop or another folder.

Thanks for the help

when i try to load my game all i see is a white screen help plz


That doesn't sound good :( Are you running on PC? Can you send me a file called Autonauts_Data/Output_log.txt please and I'll see if I can fix it for you.


i have the same problem can you help me

(1 edit)

the game sometimes loads when i load autosaves but rearly and my autosaves are far behind 

Hey ! 

I love this game but I can't save my game  !! Can you help me because when I click on the save button  a gray screen is displayed :( 
PS: Sorry for mistakes , I'm french 

Hi! Try saving into a different directory like the desktop for instance.


Hi! Thanks but i changed the place of all files but it's not working and i delete and reinstall and any changement :(                                                                 I need help for saving my game please !

PS:I'm still french ;)


Ok I don't mean change the place where you install the game. I mean change the place where you save your levels. So save the levels onto the desktop. Let me know if that still doesn't work. 

The problem is that the screen to select the place where I want to download is not displayed


Oh I see. Sounds like it's breaking. Are you running on Windows?



Ok can you send me a file called Autonauts_Data/output_log.txt please? You'll find it where you've installed the game.

I don't know how i can transfer file :/

Is that good ?


Not the one inside the zip file, I mean the one on your computer. Each time you run the game it will update this file on your computer

How do i actually write on a sign? :P


Press Z while holding it

thx :)

I am on version 13.4. Stared a new map played a bit. Also altered the map with Unofficial Level Editor

After a while bot teach screen has been messed up like the image below. It doesn't allow me to do anything. Also never get fixed even after a restart. Here is the save file


Ok it seems you've hit this problem because of something the editor is doing to the instructions. I'll forward this onto the creator of the editor and see what he makes of it.



Howdy, an update has been released to the editor that should correct this issue, if you still occurs after updating please get in contact with me over on the map editor, I have opened up the community to allow bug reporting.

I started a new map and edited it a bit. I continue to edit it after even playing some more. problem seems solved. Thanks.

Hi there! I'm new and I'm not in many communities...Autonauts brought me to this one... :-)

So, I enjoy playing Autonauts so much, that I have some questions about it (i think dumb stuff that everyone knows)....

....why doesn't it work, when I make a time-loop in another loop, that only has to repeat x-time? my workers repeat it forever, if this scenario happens. But...if I put various loops like "until hands full/empty" in a x-time loop, the workers will correctly stop the actions after x-time repeating...

Am I doing it wrong??  :-)

thx for help


if you make a loop inside another loop, one probably is a "forever" loop and the other one  is the "repeat x times", that translates to "repeat x times infinite times"

(3 edits)

no, the one outside is also an "repeat x times" in the example ;-)

the 1-time repeat which contains all of it, doesn't work, the worker repeats it forever i think?!

also like this, the worker repeats all forever, but he should go to 217.121 and then stop there, or i'm wrong?

like this it works, or the "repeat-x-times"-loop inside is replaced by another like "hands full/emtpy"...only when the one inside is also "repeat-x-time" it's not working...

hmmm you are right, but it used to work before :/ 


Hi. Unfortunately nested "Repeat X times" isn't supported yet. Sorry :(


Hi! No worry, the game is so cool, and there are many workarounds to come over with it.

At least i know that I'm doing it right! :-)

Thanks for this great new game, i'm playing each major and minor release till "20 happy hangers", check the features an design/overlay-changes. great development, really nice!

Using 2 logs to get 1 coal seems like a rip off,it should give more than 1 coal. 

It's less wood (in price) if your making axes.

I guess you could say it's better in the log term! ;3

(1 edit)

It is actually charcoal, not coal. While creating charcoal, logs/branches are loosing a lot of volume during the process. It is acceptable to make 1 unit of charcoal from 2 logs. Even 1 on 1 is acceptable. It actually forces us to increase log production when we get into metal works. I personally like 2 on 1 rate. But if you hate to create log automation i can understand you :) I myself hate to create cereal seed automation because of the low yield/messy straw production and the amount of bots you need to feed everyone in the map

This is just a suggestion,

Okay Denki, think about this. how about you make us be able to SWAP characters :) We can be any character we want, as in The little mouse the dog the farmer in the autonauts thumbnail. i know this is not a super necessary but please think about it. i'd be fun. Also have different worlds not everytime the same world :P and make it bigger. make a World creation option menu. Where you can choose how big you want your map and stuff :P

Thanks for reading.

Keep on the great work Denki! :)


Yep we're going to do all of those things! We'll have proper player customisation and randomised maps in a future version.



Sick nice! Im excited for tomorrow's update :)

(1 edit)

I kinda wish there were clothing slots for glasses, shoes, pants and the like...


You can see there's placeholders for those things but we've just not had a chance to make any yet. We'll get around to it :)

Major bug when i was teaching a bot i had bot making automated and one of my bots put the bot into the storage in the middle of teaching cause the teaching screen to be glitched and i couldn't get out of it 

I also had a similar problem dude! i couldn't figure out what it was 

Lmao is this normal? :P


This was fixed in version 14 but only for new maps. Old maps may still have this happening

Ahh okay figures lol

If you do this the Bot will go to the top left corner, dont know what exactly will trigger this


Oh dear. I've added it to the bug list. Thanks


Actually would you be able to send me your save file please?

Deleted 2 years ago

The Save file

Uhh just asking but what's the point of the fish... the villages won't accept raw OR cooked fish


I just did a test with cooked fish and it worked fine. Are you sure the Folk was hungry?

hmm the folk just puts on a green, sour face and then throws the fish out


Yes but is it hungry? You need to wait until the happy face goes away

yep definitely hungry, i didn't feed them ANYTHING up to that point

I wonder how they're even alive...


And are they living in a hut? You need to house them first

ohh that's probably why...ok well thanks!

It would be nice if you can programm the Bots something like an if than else condition.

Also could it be nice when you programm the Bots the until not full condition with a named limit. For example do this until the Resource in the Storage reach 50.


Yep we've got "If" statements very high on our to do list but this requires a large change in the way scripts are handled so it will take a while. Same with your Repeat suggestion. 


Well, I was playing autonauts for a while and it seemed pretty fun. I created a 3x3 simple flooring area where I was gonna put my workbenches and stuff, and when I created 2 workbenches and 2 crude benches, after I saved the game and later played it again, the simple flooring under one of the crude benches disappeared! It just...vanished. It still worked and all, but I couldn't place it back and it looks very weird. Please send help!

try deleting your workbench (when you place it down again it'll already be built) after its deleted , put down the flooring then thw workbench, that's the best I can do for you, sorry.


Oh dear. What's the version number you're running? We had a bug in an earlier version that was deleting things like that but it was fixed

I just noticed that in version 14 basic bots, when assigned to use a scythe on fertilized cereal crops will "stop" after awhile. they will keep doing the animation, but only on a single plant, and the plant won't vanish and produce wheat like normal. I think this is a bug, it happened both before and after I restarted the game.


Yep that's a known bug but thanks for reporting!

Need help! ive been looking for how to do this for 30 mins, how do i change the name of bots


You need to build a Name Badge, put it in on of their Upgrade slots and then click on their name on the Brain screen.

Simple :)

Also, could you change the repeat times limit to over 99 maybe 250 or 500?


Before I do I'm interested in what sort of thing you want to do more than 99 times :)

Yeesh, ive been saying lots, also in record mode when i try to set a beacon, it would never actually set it there, it would set to eherever theyre walking


So on any of the "Find nearest" instructions there's a question mark button. Just click that, then select the beacon you want to use.

Hi! The last update makes very difficult to pick an object if it's beneath another one. New bots also can't be taken if two or more are in the same spot. And I noticed that it takes more effort to put something in storage. Stuff fall off on the other side. Love the new Tab, I used to compile sheets to keep up with dozens of workers.


Hi, yeah I made a bit of a boo boo and there's now a version 15.1 to fix those problems. 


Not a problem, thanks for the quick response!

Hi. I updated from version 14 to 15.1, and now newly created raw apple pies and planks get gradually taller and thinner. Only these 2 resources seem to be affected.

After a while(~30-40min) they get so thin I can't even see them :D , which in itself wouldn't be a problem but then weird shadow artifacts start to appear and the game just stops being playable. Restarting the game or even just reloading the save file resets it, so they again start to "grow" from their normal forms. It happens on both the 32 and 64bit windows versions, haven't tested the others. 


That's a known bug but it will be fixed in the next version. If it becomes too annoying just save and load and it should reset.

Thanks for reporting!

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Seed were duplicated/stuck together.  They count as one for the material cost.

That's just the way the model looks. They always come in pairs :)


Yes planks and poles can scale strangely when you use them in a Crude Oven. This will be fixed in the next version. In the mean time you can save/load and that will reset everything.

The repeat times (x) command is looping (past the specified amount).The command.


Unfortunately nested Repeat Times isn't supported yet.

In the repeat until storage full, the repeat command doesn't work once the storage fills up once.   Additionally if you switch the command to repeat until not full  afterwords they will work even after the storage is filled up.

Dude. A Repeat command will loop as long as the condition is true. Once that condition is false, it will move on to the next step. Like, they were told to keep doing something until the storage filled. If they find that it isn't, they keep doing the task. If they do find that it's filled, they'll move on to the next step, which is nothing, which means they stop. They weren't told to keep checking after the condition was fulfilled.

You need to put the whole program into a forever repeat, then once the condition is reached once, it will go out to the forever repeat, and that will bring it back to the top and keep checking the condition until it's false.

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for some reason, the flour and pole is stretch up.


This is a known bug and will be fixed in the next version. In the mean time you can save/load to fix it. Thanks for reporting

denki did you see my topic?iy's called what to add in 1.61 you might like it but it will be tough to do it all in 3 days!

Please change the default inventory key to something more convenient for my left hand (tab, ~?).  Or even better, use the number keys for inventory items.  I'm just looking for a way to be able to hold multiple tools at the same time and easily switch between them.  Right now it's simpler to just drop an axe on the ground and pick up a shovel rather than put it inventory.  


Ok thanks.

In case you're not aware you can use Q to stow your currently held item and "," or "." to recall an item from the inventory.

Also you can change the default key bindings before you launch the game.

True, but it's more an issue of ergonomics rather than functionality.  Q is on one side of the keyboard whereas the "," and "." keys are on the other side (this goes for "I" as the inventory access also); and with one hand on the mouse, it breaks the flow of the game .  Obviously, the focus of the game is on the bots, but there's no reason the main character can't be easy to use.  I still think the number keys could be used for quick access to the inventory, especially the tools.  1 = axe, 2 = shovel, 3 = pickaxe, etc.  

Don't get me wrong, I love the game.  It reminds me of a mix between "Human Resource Machine" and "Factorio" and I realize you guys are progressively refining it.  I'm not saying these are things that are wrong with the game, just suggestions on further refinements that could be made.  


Yep I would agree. Thanks so much for your feedback.

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Woah, that's cute sounds, great piles and algorithmathics! Ah, like in times of Colobot programming!
Ohh, I play 5 hours in first try and  hardly make stable Forestry automation. Hm, still without tools remaking.

Its quite hard to manipulate things in inventory for work steps. Especially tools check in the middle of harvesting.
Need to use number buttons for slots and place stuff to inventory slots directly.

...Or I just simply add one worker especially for log transportation and axe guy cut until his hands is empty (then take fresh axe),  so no more axe-logs inventory messing.

Sometimes need Copy and Repeat of selected lines.

Times repeat over Times repeat is infinite cycle. 
Same with Full hands over Full inventory repeat.
Ah, already.

Find nearby Log after cutting tree take most far away Log.
Same with Tree Seeds.


Version 16.3

Typing an 'h' in the name badge field toggles the hotbar at the same time.


Ok thanks. Added to the bug list.

Is this my PC or why i can't save?


Sorry I'm not sure what you mean?

Laisse ton fichier .rar ouvert quand tu joue puis joue fait ta sauvegarde et quitte le jeu il va te demander si tu veut apporter des modification.

Sa serra ta sauvegarde donc dit oui.

When the bot is at the entrance of the building, he can not use a bucket.


Ah, great find. Added to the bug list. Thanks for reporting!

In the move mode, only the shadow moves and occasionally the building can not move.

I feel that this symptom is occurring when the bot is at the entrance.


That's right. The building has to wait until it's safe to move, so it waits until there are no bots accessing it.

Je ne peux pas casser le rocher sur la version 18.1.


Voulez-vous dire les gros rochers? Ils ne sont pas censés se casser. Vous pouvez les exploiter pour toujours :)

Tout a fait, mais là je ne peux pas les exploiter. ;(


hmmm. Je ne suis pas sûr de comprendre. Les rochers se sont toujours comportés comme ça. Est-ce que quelque chose a changé pour vous?

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Oui, dans les versions précédentes je suis exploiteur les rochers. Mais pas dans cette version.

Ceux du nord (ou on spawn) je peux les exploiter avec une pioche en bois et ceux du sud avec une pioche en fer.


Juste pour nous assurer que nous parlons de la même chose, vous voulez dire l'un d'entre eux?

J'ai juste essayé d'utiliser un pic en bois et fer et les deux peuvent être utilisés sur le rocher pour créer des pierres / minerai de fer pour toujours. C'est le même comportement que dans les versions précédentes.

Je ne comprends probablement pas ce que vous voulez dire, pouvez-vous envoyer une photo s'il vous plait?

Je peux exploiter le 1 avec du bois et le fer mais le 2 qu'avec du fer.


Alors que se passe-t-il si vous utilisez un pic en bois sur 2?

Rien aucune action je ne peux pas utiliser un pic en bois sur 2.


hmmmm. C'est étrange. Pouvez-vous m'envoyer votre fichier de niveau s'il vous plait?

I build an endless loop.


Yes unfortunately nested Times loops aren't supported yet. Thanks for reporting!

Hey denki i've discovered an interesting bug where if you place a flooring over top of sea water, then place a crude data storage on top of the flooring that is covering the sea water that data storage over time will slowly sink more and more into the ground until it disappears i have not tried this with other items though...


Hmm, that IS very strange. I have a few questions if you don't mind. Do you interact with this storage at all? Do you add/remove items into that same tile? Do you/bots walk into the same tile at all? When you say "over time" how much time are you meaning?

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I do pick it up some times cause its my "Recharge Bot " data storage for when ever i need a new recharge bot but not for anything else. The tile is only used for the data storage. and i dont unless im going to pick it up and the bots dont not that i know of its kind of out of the way. By time i actually mean - because i just discovered this - every time you load up the saved state.


I tried doing what you said and couldn't make it happen. Could you send me your map file please?

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You got an email i could use i have no idea how to do it otherwise.

Also here's what it looks like after one save and load.


You can send it a number of ways.

email :

Discord : join our Discord server and send it in a Direct Message.

Internet File Sharing : I use DropBox but there are loads of free online file sharing services available.



Thanks for the level. I'll have a fix for that in the next version.




Click on the apple in the top left-hand corner of the menu bar and select System Preferences...

Click on Security & Privacy.

At the bottom of the window you should see "Autonauts" was blocked from opening because it is not from an identified developer.

To the right of that there's an option 'Open Anyway' - click that.

You should get another warning: "Autonauts is from an unidentified developer. Are you sure you want to open it?"

Click the Open option to run Autonauts.

You won't get the warning again unless you download an updated version.

Hope that helps. Let us know if you have any further questions.

Great game so far Denki. In having a lot of fun trying to make my bots as efficient as I possibly can.

Minor bug report for v20.1 (win x64 with lighting):

When chopping trees the first few chops sound correctly but then towards the end of the chopping process the sound either stops playing or plays out of order i.e. only every second hit to the tree.


1) I'd like to up-vote the if-statement request I saw on the bug/request spreadsheet. it is -really- needed for more efficient setups that prevent stacks and stacks of stuff on the ground and also to better control when the bots fetch new tools vs. storage full loops. At the moment there is no good way to inter-mix the repeat loops in such a way that say a tree chopper bot properly stops it's work when storage is full (which appears to be at about the 90% mark or so?) while at the same time monitoring it's own tool durability to go fetch a new tool as needed. An if-statement would allow way better control for these situations, which prevents tons and tons of stacks of things on the ground. The more entities in the world, the more laggy it could potentially get. Imho an if-statement addition should become a somewhat high priority being added to the game for this reason. It would also help eliminate some of the crazy item towers that seem to occur quite often.

2) As an expansion on the already requested if-statement, perhaps do a combination of the "find nearest X" and an if-statement allowing for a condition where wrapped code is only executed if that "find nearest X" function is true. As an example: if "find nearest stone" [ go grab stone, stuff stone in storage ] - next line: if "find nearest ore [ go grab ore, stuff ore in storage ]. With a conditional version of the "find nearest X" it would be possible to have one robot search for more than one thing, thus allowing a single bot to clean up the mining mess that the mining bot leaves behind - or even have the mining bot search the ground to figure out what it just mined and properly stuff it in storage without grinding to a halt if either stone or ore was not dug up.

3) Bot update: a memory card upgrade. Perhaps in different sizes. When setting up bot makers, I find that 32kb (or 32 command lines) is short by 4-8kb to allow a single bot to create a new bot, stuff it in worker storage and craft a name tag. It seems kind of wasteful to me to have to craft up a second bot just to do those few extra things. Of course only one memory card may be installed at any given time and having a memory card installed in a bot imho should prevent the floppy disk from being used to make a backup / copy of the "program" since logically the memory expansion would exceed the size of the floppy. (also prevents situations where people try to copy from a memory expanded bot to a non-expanded bot).

4) "Move to beacon (?)" (?) = select beacon as normal. I assume that naming beacons will become possible at some point in time. If that is already possible I have yet to figure out how it's done.

5) We have these 6 command menus in the teach panel, most of which are empty at the moment. I'm not sure whether this has been requested before (couldnt find it) but perhaps add some of the more tricky commands to those menus, like the "find nearest X" command. This would make it easier to complete recharge bots without having to wait for a random bot to run out of juice. Just a thought, nothing high priority.

Keep up the great work Denki!


Thanks Sharidan!

Yep we get near constant requests to make the "IF" instruction happen  :) It's a fairly non-trivial thing to implement which is why it's not happened yet! But rest assured it's high on our list.

Also we'll be adding all the usual programming features like branching, comparitors and arithmethic operations.

Memory upgrades are definitely planned.

Are you wanting a "Move To Beacon" instruction? How would you use that? Also Beacons can be named by pressed Z with one in hand.

Yes we'll be adding all of the instructions into those menus at some point.

Thanks for the great feedback!

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To put it all into one word: Excellent! :D

Regarding the "Move to beacon" command: I frequently set my bots to move to a specific location when their actual work process is completed - i.e. when the storage they are monitoring runs full and they stop their work. A "Move to beacon" command would allow three scenarios to play out:

1) When a bot completes its work it moves out of the way indicating visually to me that this particular process is in idle mode and it thus also makes it easier to locate the bot in the world since they are all gathered around the beacon.

2) When moving my build beacon all my builder bots that are currently idling because no build projects are active, would move to the new beacon location so they are already at location when I start throwing down blueprints. I usually grab the beacon and set my player character to move to the new location, then through the build menu I start moving their source storage boxes to the new location. With a "Move to beacon" instruction, I would simply stop/start my bots and have them move there instead of having to wait for them to catch up once the first blueprint has been put down.

3) Migrating bots that move over great distances could be made to travel specific routes by applying multiple "Move to beacon" instructions which would make laying out stone paths as roads easier to handle. A recharge bot could then also be placed at each of these route beacons to make sure the traveling bots don't run out of juice mid-route.

This suggestion also sprung to mind just now:

Allow those "buildings" that don't require flooring to be placed on flooring, like the storage boxes can. I'm currently reorganizing all my stuff and creating buildings to put things into, but I have to leave the "floor" of the building empty for things like the porridge pot etc. because they wont go on flooring.

Thank you for hint about the Z key. I completely forgot about that one!

Good morning! I would love if in the build menu you could hover your cursor over the item and it would tell you what is needed to make that item. Same goes for when you're changing a recipe in a work station already built!


Hello! Actually we already have those requests on our Suggestion List. I've just not had time to add them yet. Thanks


My steamworker doesn't move. I have to recharge it.  I can't recharge it, I can't hold up.  It stands in one place before the general storage.

I tried restart it with a water filled bucket too. Nothing happens.

Whats the problem?



Try adding some logs, planks or poles to it :)


I just find this hillarious how you can stack folk on top of eachother. Also my bots now try to feed folk that are not in the huts and i really dont want them too i dont remeber them doing this before.

Also interesting suggestion maybe some "section blueprints" so i dont have to continuously place every object for my village setup


We're in the process of changing the way the Folk work and feeding them outside of a hut is part of that. This will become more obvious how it works in the next version.



Excuse me but my english is very bad and I work with a translator.

I have the following problem and I think this is also the problem of Csuhi81.

I built a crude wash tube and a bot takes the clay pot (dirty). Another bot brings the clean clay pot to the storage. And for this to work, another bot uses a bucket to collect water from the waterstorage and bring it to the crude wash tube. This also works for a while and then nothing works. Why? The bot with the bucket is standing in front of the waterstorage, wants to fill it, but it is already full. That's why I taught the bucket and it went on for a while. I have watched this time then. At some point this bot empties his bucket into the CrudeWashTube and the bucket is still full. And if he now executes his order to fill this bucket at the waterstorage, it stops because the bucket is already full. This does not work then, although the Crude Wash tube is empty. I have to empty the bucket first and then it goes on for a while until it is back in front of the waterstorage with a full bucket of water, even though the Crude Wash tube is empty. 

He can not execute his command to fill the bucket, as it is (still) full.




Yes this is a known bug. I'll be doing a fix for it soon. Thanks for reporting! :)

Thank you for your prompt replay.

Your game is a lot of fun. :)


\o/    Thanks!

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Here is how I set up my bot to find a bucket, fill it with water and fill the wash tub 3 times, find and wash dirty pots 10 times, and repeat everything forever.  I have another bot return the clean pots to storage.

I use a similar method for cleaning dirty folk, returning them to their homes, and refilling the tub as needed.  It always seems to take 3 buckets of water to fill a tub and 10 pots or 10 folk or 10 clothing being washed to empty the tub.  Below is how I set up the bot for cleaning folk.


I made a new storage container near BB011.

I missclicked, wanted to put log into the clay machine, but put into the empty container. 

Then I want to take out that one log, and I see 58 logs in there, the same amount that was in the original container near BB007.

Is there possible bug, or I am too tired?

20.1 version


All storage is shared in Autonauts. So if you have 10/100 logs and you create a new storage you'll have 10/200 logs. All you've done is increased your storage capacity.

Is that what you're seeing or is there something else?

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Wow, I didn't know that. I saw that then.

For version 21, I might have found a bug (or two).

A) My bots can't find dirty folk! B) I can't clean dirty folk!

A - When using the (very smart) program interface, it suggests using "find nearest Folk (Dirty)" (because the "folk" is dirty), but when I run the "program", the bot just waits. The "Folk" is of cause also "Hungry", but that is taken care of by another bot and that works.

B - So I "manually" change the (small) dirty Jumpers on the Folk, pick them up and go to the Crude Wash Tub, but I can't drop them into it! Is that a bug or I'm I doing it the wrong way?

This is by the way a totally cool game. The best!


Folk need to be naked to get washed :) Bots won't find dirty folk if they're wearing clothes. You can teach a bot to remove their dirty clothing using a basket.

Thanks   \o/

No, thank you :) For a fast answer, putting up with me and a great game :D

How do you make a basket?


At the workbench :)

I have found a new problem where autonauts cannot run in xenial linux. It just crases, but the window pops up. maybe I just haven't installed something:)


Oh no! If you send me a file called ~/.config/unity3d/Denki/Autonauts/Player.log I can have a look and see if there's anything useful in there.

I launched it from PS. does denki have a rooted chromebook with linux?


When you say you launched it from "" do you mean the official Itch app? or do you mean the link on the Autonauts Itch web page? If it's the latter can I confirm you've unzipped the download correctly?

Unfortunately we don't have any version of Linux to test on. We've been relying on the community's testing efforts to tell us when something is wrong.

I launched it from the official app.


It might be worth trying the "NoLighting" version to see if that makes a difference.

Failing that I'd really need to see that log file to go any further

In regards to the e-mail I (and i assume many others) received on or about the 24th of November, since kickstarter didn't work out, is there a way we can still help support the team that's working on it? A donation page or something? I really like this game and would hate to see it die off. Please let me know if i, and others, can help in anyway.



Thanks, ChicagoBob! That's a lovely thought. We will reactivate the option to donate on download via, because that's at least an existing means of allowing people to optionally support the development Autonauts. We should probably set up a Patreon account, too.

Hi Denki!

Um... I can't rotate fence posts. Is that a bug or am I missing something?


You can't. Fences will automatically rotate depending on what other fences are around them

oh btw, you can rotate gates, so you can make double gates and also vertical gates

just so you know.

My tree farm is in shambles because whenever I'm not watching (when they are off-screen), the tree seeds would disappear.


Yes seeds expire after a certain amount of time so you need to make a bot that goes around collecting them and putting them into storage

I have two bugs to report:

#1: Nested "Times" loops - If you have two of these loops inside of each other, it proceeds to complete the loop the first time but then jumps to the outer loop rather than looping through the inner loop.  I was trying to use a bench saw with an arm load of planks to make poles and have the workerbot grab four poles at a time four times.  There is a "work around" to use the "Until hands full" loop instead, but it is none the less a bug.

#2 Simultaneous production of same item stalls out - If I have multiple production areas for the same item, such as three worker bots all making metal bars, there is a glitch after the first bot deposits resources into storage when the storage buildings are full.  The first bot to attempt to store the item simply stops and waits until the storage unit empties from its use elsewhere (like another production chain making metal plates) but the subsequent bots all attempting to put items into storage proceed to the next instruction while carrying the item they were intending to put into storage.  In this case, they still have their hands full of metal bars while trying to grab some metal ore from another storage container.

Like I said, if it is a solitary production chain I don't have any problems, but only when there are multiple bots involved with the same time all trying to put items into storage at the same time or shortly after the storage fills up.  This also isn't isolated to just metal bars but also happens with cereal seed and every other production chain I've built where I've had a bot using multiple item types.  Obviously it doesn't matter if for example I have a workerbot picking up cereal and just taking it to a storage chest, because the one extra piece of cereal is what they are trying to grab anyway.  It does matter if it is a different kind of item though and more complex instructions for those bots.

What I'm doing right now is to manually go around the map and stop each worker bot on these stalled production chains, collect all of the items including any items they may have left on the ground due to the stalled production, and then restart them one by one when the storage container is empty or almost empty.  Having many storage containers of the same time helps in terms of a buffer, but I have some (like the cereal seed) with over 10k storage space that has been completely full and then emptied completely from other production areas before I need to run all over the map and restart production again.

I would love to have the situation where all of the workerbots simply wait when the storage is full until there is some empty space in the storage unit.  I would imagine prioritizing a dozen bots who are trying to simultaneously put something like cereal seed into storage (which I have done) is not an easy thing to work out though on your part.  Best of luck trying to solve this bug.

Anyway, thank you for your efforts Denki Games, and I am really enjoying this game.


Thanks for the bugs!

#1 This is a known bug, thanks

#2 This is possible known already. The current known bug only happens if two bots, at the same time, attempt to put in a resource into storage that has only 1 empty space. One of the bots succeeds and the other one skips an instruction. Is this possibly what you're seeing?

You can see a list of our current bugs (and user suggestions) here


It doesn't necessarily need to happen simultaneously though.  Like I said, I can have a dozen bots all at very different stages in the processing of an item type (such as running threshers with cereal) and all but one of the bots will have this glitch.  It seems to be something to do with how they are reacting to the storage unit once it is full.  If I had to guess, it was a boundary condition you are using with the test for a full storage container, where you are currently only looking at if the bot put in the last item.

Those logic bugs are the kind that tear your hair out, so I completely understand and am sympathetic with why it exists.

I even get a sort of weird situation where due to the fact it isn't completely simultaneous that some arbitrary number of bots won't necessarily glitch out.   What I think is happening there is that due to the heavy demand of that item to and from multiple storage containers, that the bots who glitch out slow down production thus allowing the other bots who are consuming that item (like making bread) to catch up and make space available to some of these bots who aren't glitching to put items into storage.  If for some reason the consumption of items from the whole production chain is halted (as is the case sometimes when setting up a completely unrelated production chain), I have this happen to all but one of the bots without fail.  I can easily reproduce this situation every time it fits this criteria.


hmmm. There's nothing special about the last bot that put something in so it should be all-or-nothing really. Can you do me a favour and send me your level please so I can have a look? If you could set it up ready to go wrong that would be great.

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Here are some example test files which demonstrate this bug:


This is a large scale production of clay pots that I'm doing (with support bots leading the production chain... I'm doing clay pots to show it more clearly).  Here you will see several workerbots making raw clay pots simultaneously, and when it hits the storage peak, all but one will stop.  If I ramp up production of the clay pots after the storage containers are full, all of the bots but one are glitched out.

Another situation is here:


Here I have multiple bots both consuming and making raw clay pots.  The production of raw clay posts is slightly higher, so one or more of the bots are going to glitch out but the others will continue afterward.  A situation like this can have a second or third bot eventually glitch out.  If you aren't closely paying attention to the situation, what will happen is that the glitched out item production will gradually start to fall until the storage containers eventually go empty.

I hope that helps you out in seeing a test condition to catch this bug.


ok thanks for your help. I've added it to the bug list.

Not sure if this is a bug but my Clay Furnace isn't making crude bread.What do I do?


Bread is now made in the Crude Oven.


Mattshea thanks for not playing the new version of Autonauts because of that i thought it was the clay furnace that did that.btw Mattshea is a amazing guy.i like his videos.Without him i wouldn't even have know about this amazing game.

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Can you fix 2 big problems for me?They are both about the camera. Sometimes when i press the camera controls it doesn't always move when i want it to and when it atuosaves it sends my camera in a random dirtecion and i don't know where i am sometime and i have to press the x button to find my character. 


The first bug is probably because your cursor is hovering over a panel like the Brain. Move it back into the world and it should be fine. This is a known bug and will be fixed at some point.

The second bug: Are you moving the camera at the point when the game autosaves?

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for the first bug i talking about my cursor is in the world and it doesn't do it.the second bug it's like this i be moving the camera then it autosaves then i get thrown in a random dirtecion and i don't even know when it autosaves so i have to hope that i get lucky to stop moving the camera when it does that.Also when it autosaves it makes me think the hame froze. 

I have an issue where my autonaut is programmed to get water from water storage, add it to a crude wash tub, and repeat indefinitely.  Sometimes when the tub is being used to clean something, the water doesn't get added to it, but the autonaut thinks it does.  It then tries to refill the bucket already full with water and gets stuck. 


I replied to your previous message but in case anyone else sees this, this is actually a known bug on our bug list. Thanks for reporting :)

I found a glitch where, if you are mass producing almost anything, at some point, the autonaut might try to use the result to try to make the result. E.g. I have autonauts mass producing metal, (I've checked the code many times to see if it is on my end, but it's not) occasionally they'll glitch out and somehow be trying to make metal using metal. More specifically, the instructions are Add Charcoal>Add Ore>Grab Nearest Metal>Place in Storage>Repeat but they somehow are holding metal, and thus stopping, before they even add the ore. If the storage is full they should just wait, not continue with the process. Even if they did continue with the process, they would stop before they even add the charcoal. Is this a glitch, or am I just not noticing a bug in my code?


There's possibly a bug where 2 bots try to add metal to Storage that has one 1 space left. Is this what's happening?

Something else do check, the Repeat instruction has a little check box on the right. Make sure it's clear.

I believe that is what's happening. I just recently found another post with this same glitch (The really long, two glitch post), so it's not just me. When you say have the checkbox clear, stupid question, do you mean clear clear, or like checked and ready sort of clear?

i have found a glitch were you can't craft or pick up



that sounds bad. Do you have any more details about how this happened?

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i load a save and I cant craft even though it says 0 logs for charcoal and I cant pick up Cereal but on a new save it is fixed it might be a problem when it loads and I had 25 robots so the robots might be the problem 


Can you send me the save file please and I'll take a look?

how do i send it?


you can use any number of online file sharing services. I use Dropbox but there's many others.

I will when I can get on my pc 

any others you now of?


just do a search for "free online file transfer". 

Here's one

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On the list for what to do I will have it done by next week

well i can't find it on my pc


When you click load it should display the full file path for your save file at the top of the load panel. It should be in that folder.


1. Skins - Being able to change skins..

3. Batteries - Robots *live*longer..

3. Guy Fawkes Hat - Well.. I think it should  be just mask.. it has hat on it and look weird

4. New Resource - like Gold or Diamond .. prob just to *upgrade* tools that have durability / make tools do their jobs faster


Can you tell me how to train a bot to give a name badge to a newly created bot that doesn't have one yet?  Also, I cannot find the download for the releases after 21.2.  Thank you for your help.


Hello! At the moment you can't train a bot to apply Upgrades to other bots. We'll be adding that at some point

21.2 is still the latest build. We've stopped doing weekly builds while we concentrate on some new, big changes. We hope to release something early next year.


Thank you.  Did your reply mean that the following items that you described earlier this month are somewhere in 21.2?  Where are they?

Autonauts Update, December 2017

Now you won’t be thrown in at the deep end with everything available always from the start and no clue what to do. Now you get to complete objectives (or quests or missions depending on your preference) to unlock new blueprints and technology - especially if you look after the folk and help them become more civilised.

The folk now die if you neglect them for too long (no, you can’t recycle them; you build them a nice burial mound instead) but fortunately you can also breed folk (in a U-rated fashion using a special building and oysters, which are washed up on the beach).

Other new features include making the whistle for the bots, a quern for grinding crude flour, pumpkin pieces for food and a timeline that acts a little like a log (diary) by keeping track of your discoveries and inventions as you make them and when you complete key goals.

Merry Botmas!

Perhaps the biggest addition this week is Game Options, which let you choose between a more structured game and more freeform play - and whether to use key features or rules.

This means it's up to you if you want to play with the concept of death when it comes to raising Folk and automating their world - and if that's under the umbrella of the new day-night cycle.

Oh, and Bots are now made in key parts to assemble, which will ultimately lead to the potential for combinations of bods, heads, brains, drives and the like.


No those features will be available in the next release sometime early next year. We don't have an exact date yet.


how do you install on linux?

i dont know if this is a bug but its a problem for me 

when i try to save, sometimes just when i click save nothing happens 

and sometimes i do save and it asks do you want to save and i click yes and it just stays light grey like when i just clicked it and nothing happens 

i have tried reinstalling the game and try to save again and it happens again 

i hope i could get some help thanks


On no! Well hopefully I can help. The next time it happens can you send me a file called Autonauts_Data/output_log.txt found in your install folder please? That's for the PC version. If you're using a different version please let me know. You can just copy/paste the contents of the file in a reply here or send me the file using an online file transfer service.


thanks for the reply but somehow it came back. idk

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When we use the "Repeat" option when teaching a bot, there is a small box shown after it.  Would you please tell us how it should be used and what will happen when that box is used?  Perhaps it is for some type of "opposite", such as "Storage Empty" rather than "Storage Full".  Thank you.


If any instruction inside the Repeat fails (like Find Nearest Tree can't find a tree) it will quit out of the Repeat and continue the rest of the script. 

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yo dude love the game but I found this bug where if a bot is out of juice and was choping down a tree and you reset him the tree can not be removed, keep up the good work can't wait to see what you do with the game.


Yep that's a known bug on our list but thanks very much for reporting it.


I am trying to speed up the creation of butter in order to speed up the production of pastries, raw apple pies, and apple pies.  I am wondering what I could do with dung that would speed up cows becoming full.  Should I leave dung on the grass, or should I convert dung into fertilizer and then put the fertilizer back on the grass, or should I incinerate the dung, or should I do something else?  Thank you.


Hmm I have some bad news for you :( As long as there's grass to eat, the speed at which cows produce milk can't really be increased. Clearing the Dung will help make sure there's grass to eat but you can't put fertiliser on it to make it grow faster and even if you could, it wouldn't affect milk production. 

Other players have noted that there aren't enough cows in the world to make milk fast enough to keep up with the demand for pies. This is something we need to balance properly in the future.


I noticed that there weren't enough cows too.  So, I used MS Notepad to update the save file and I changed most of the sheep into cows, since we only need enough sheep to be sheered a few hundred times to make all of the wool to create all of the clothes that would ever be needed, and I wanted more cows to produce more milk.

I will try to slow down the eating of the apple pies by the Folk with some "Wait" commands to the bots that give them the pies.  I think that if there was about 30 seconds of waiting within the Repeat loop of those bots that perhaps the milking of the cows could keep up. 

I planted a cereal seed at the same time a bot was planting a cereal seed in the same block of soil (fertilized but not tilled). Neither myself nor the bot assigned to harvesting the crop can change the state of the square/block. Playing on version 21.2


Ok thanks, I'll add it to the bug list :)

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I would like to request that you add two more "Repeat" options: "until ? Storage empty" and "until ? Storage not empty".  I would like to connect these options to pairs of bots that would be similar to the bots that shout "Stop" and "Go" so that other bots can wait until they hear those shouts.  For example, I would like my bots that make Pastries to wait until they hear "Go Pastries" before proceeding and will stop when they hear "Stop Pastries", but instead of the shouting bots waiting until the Pastry Storage is full or not, they would wait until the Butter Storage is empty or not.  By stopping the Pastry makers when the Butter Storage is empty and forcing them to wait several minutes before starting making Pastries again, the Butter makers would have time to make a large amount of Butter.  Thank you.


I've added it to the suggestion list. Thanks!

Thank you for adding it to your list.

I found a glitch where if I teach a bot to bash an apple tree with a mallet the guys goes to my wood farm I thought I had problem solved by encaging him with dry stone walls but then he just sits there like there is no tree with him but there is one right in front of him D:

*face palm* the bot was taught neer my wood farm so his range did not have the apple tree because when I did the walls I moved far so my wood cutters would not chop the guy's tree but the bot's range was at the wood farm so he wanted to bash things there *another face palm*


You can also try using a Beacon to control where and how far a bot can do it's thing. So you can program them in one place and, by simply moving the beacon, the bots will move to the new location.

I like using the beacons.  I bet some people might say that they want the maximum range to be larger.  I think instead that the minimum range should be smaller (maybe just 1 or 2 grids wide) so that we could have more control when we tell them to "Find" something near the beacon.

You can adjust the range that beacons cover (maybe not just 1 or 2 blocks away, but definitely a much smaller radius) by pressing the "Z" key when holding the beacon.  This also allows you to name the beacon, but the range adjustment is also there too and you can make it quite small.


I think all of the fans of Autonauts would be very interested in reading about the progress you have made on developing the 2018 version.  Thank you for all of your work


We've been posting a few things here on Itch and on our Discord server about anything new but most of our work has been rearranging existing things into something new players can understand more easily, so it's not very exciting stuff for more experienced players. Having said that we're going to make more of an effort to post more regularly. Thanks!

Hello i'm having a bug with cows nos moving/eating after moving to: 247,101; 247,102; 243,99;  243,98; 248,101. also if the go near there they almost "dash" away like 3-5 'blocks' in the opposite direction. i have found that picking them up and droping them will reset them, but if they move back they get stuck again.


Hello! Cows stop eating once they become full and need to be milked and they run away when you or a bot are holding something that looks like a stick (because they get scared).

Thanks :)

so the cows aren't full they would just freeze however they weren't running but i did fix it buy moving the bot i had making the fences


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<trans data-src="" data-dst="" style="background: transparent;">Hello, I found a problem: autonauts_nolighting_version_21.2, if this version does not recover the trees in time, it will move to the right automatically for a long time, and the longer it is, the longer it will be.</trans>


I'm sorry, I'm not sure what you mean by "move to the right automatically".

help when I try to build a bridge you cant build it on unexplored land so you can only go so far! help!


Try a canoe :)

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how do you craft it?

The canoe


Check the Workbench


Hello! Thanks for making an awesome game, its like Minecraft, Factorio and other similars that lack what you ve added in Autonauts. I never pay for videogames (i use pirated sowwy :(  ), but I will donate for this one (as soon as I get some cash) and will definetely buy new version when it comes out officially. I will reward such an awesome idea.

I played for 3 days, so far found no bugs, sometimes I find workers that stopped for no reason I have to select them and click play again. I havent figured whether I somehow stopped them myself or is it an actual bug.

I am somewhat of programmer myself, but not a very good one (JS, PHP, C# but still learning a lot of things) thats why I enjoyed this game so much, in future I'd like to make videogames myself. 

So I have some suggestions, is this the right page for suggestions? sowwt! Here they are:

1. Good idead - crude storage drive expands bot's memory.

2. Could you add IF, ELSE, OR, AND, 

3. Im still learning ins and outs of the game, I see taht a bot can shout and i guess whenever some other bot hears certain shout it can break out of a loop, I yet have to test how this works.  Another suggestion, could you add a lever that a bot or autonaut can press which will get another bot attached to this lever (or button, or beacon) to spring into action.

This is all so far, let me know whether my suggestions were valid or if I could help with testing or in any other way, I am somewhat exprienced with graphics (Photoshop, Illustrator, Inkscape, Blender), and used to be somewhat exprienced with web dev (php, java script, html5, css learning Java atm). my contact

Good luck with you game, I hope you  will make tons of money, becpme right and open a successfull game dev studio!



Hey, thanks for the great Autonauts feedback. 

Your problem with bots stopping : It's possibly a bug but more likely the bot's script that's at fault. If you can identify a specific bot that does this, send me a picture of the script and I'll have a look.

Your ideas are welcome and these are all things we'll be looking at in a future version, so thanks.

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Where can we send our bug reports to help to improve the game?


You can post it right here, start a new topic, or join our Discord server and do it there. Thanks!

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OK, here is a few bugs I've found. 

1. Workbot can't find current beacon if another workbot is staying on it. (After start of algorithm left-bottom workbot will go to upper beacon)

2. Workbot can't find nearest water from lake (I don't know why, because another workbot can do this). From the other hand he can find water from sea.

3. And there are some artefacts on screen sometimes. I think it's when too many elements are on the screen at the same time.

You're issue 2 is probably due to the command "Find nearest Water ?" not being based upon a Beacon but instead being based on the location that the bot was when it was trained, as indicated by the ? symbol, while the bot is now too far from that training location and the training location being too far from any water.  It could also be due to this bot being loaded with commands from data storage that had been saved from another bot whose own training location, as indicated by the ? symbol, is too far from this bot .   You can retrain this bot and click on that ? symbol to use a nearby Beacon instead of the initial training location for finding the nearest water.

 Another problem is that all of the Folk's huts are so close together that if the nearest water is on the opposite side of all of the huts from the bot that there is not sufficient time for the program to find the shortest pathway through all the huts to the water.  When you place the huts, you should provide passage ways through them.  Leave some gaps between the huts (and other buildings) so that bots can pass through them and the program can find a pathway. 

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No. I didn't use data storage this time. I taught him by myself. And local area shown with red line circle we can see on the screenshot. Also folk's hut do not prevent workbot's passage to water (I mentioned that another workbot can easyly walk to).

I do not think that the lack of spaces between the huts will "prevent" all bots from walking to the water.  I meant that where this bot is located relative to the water might be south of the huts.  The red circle is showing the area that the program will search for the nearest water to find the shortest path, and that area includes about 100 huts.  The program would calculate the lengths of the paths including those through the huts, but since the only paths through them are moving east-west between the rows (rather than moving north through non-existent gaps between huts), the amount of time to calculate all of those times for thousands of combinations of pairs of the 100 huts is so large that this bot doesn't move.   If there were gaps, the program would find paths using them in a shorter amount of time and then could find the shortest path and thus the "nearest" water.  The other bot that you mentioned no doubt has nearby water that is not reached by a path through the blockade of huts, and that long calculation and comparison of times would not be as great.

Maybe you are right... Or maybe not. I'll check it and write you back.


That's some nice bug hunting. Thanks! Added to the list.

how do i clean clothed villagers? is the clothes stuck on forever?


Grab a basket and LMB on them :)

Oh, ha. Thanks!


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 . 


  • 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 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.


  • 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.


  • 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 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 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. 




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 2 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!


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.


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"?


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.


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



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.


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.


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!  :)


\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

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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.


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. 


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.


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 :)


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.

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".

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.


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.


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?


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

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 works instead.


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.




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.


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.


"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.


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?





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.


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.





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.

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.

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


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.


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 :)


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


Will this do? :)

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.


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


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 Just ignore other word.its just other language.


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.


No problem. Thanks.

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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.


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?


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.

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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.

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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:


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:

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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.

Thanks for the tip. That will be useful


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

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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.
//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

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.


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

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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.


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


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


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


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.." "

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"

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)


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:

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.

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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.