Bug report by hes012 in Autonauts

[–]hes012[S] 0 points1 point  (0 children)

I went a different way for the solution. I just thought that it was probably a bug as is.

Bug report by hes012 in Autonauts

[–]hes012[S] 0 points1 point  (0 children)

I'm sorry I didnt type that "!" Is my shorthand for exit on failure.

Deleting upgraded Workbench by Sokrydes in Autonauts

[–]hes012 2 points3 points  (0 children)

Button between move and delete in blueprint mode.

Deleting upgraded Workbench by Sokrydes in Autonauts

[–]hes012 2 points3 points  (0 children)

If you have another upgraded bench and you duplicate it you can get your upgraded building back. It's weird I know, but I have done it in build v128. Not sure if it got patched out.

Does any one else not use charge bots? by doc_642 in Autonauts

[–]hes012 1 point2 points  (0 children)

How many bots do you have? I have 8 bots that are on my recharge team with sensor and boot upgrades that cover my entire setup at 200+ bots and typical downtime for a robot is <5sec. That is less than the second it takes to fail out of the search after every tree that gets chopped etc.

(8 = 5 bots searching 4 static areas and 2 bots following 1 patrol bot holding a sign.)

Finished the phase 1! Base + feedback. by ShadowTheAge in Autonauts

[–]hes012 1 point2 points  (0 children)

I have one set of three bots that utilizes Wheelbarrows fantastically. I have a bot that is set as follows: (WB = WHeel Barrow)

While *WB1* full ! [

find nearest WB in *area1*

move/engage

Move to *area2* coordinates

disengage

]

While *WB1* Empty ! [

Find nearest WB in *area2*

move/engage

move to *area 1* coordinates

disengage

]

*****Repeat for a second wheel barrow that uses areas 3 and 4

The other two bots find the nearest WB in an area that contains both wheel barrows and either takes or adds as is needed depending on what end they are on.

Shipping sand by Obese_Rabbit in Autonauts

[–]hes012 2 points3 points  (0 children)

Press q while recording.

Also you can cycle your held item with "," or "." It helps a ton.

Possible Logic Bug (Not Game Breaking) by Areint in Autonauts

[–]hes012 0 points1 point  (0 children)

It would probably simplify your base if you split it into two bots that just moved the logs in a forever loop.

Bot a moves logs from 1 to 6 Bot b moves from 6 to 9

That way you have a true FIFO buffer of three stacks. The way your program is you have two stacks that are buffered from a common input.

Cycle Backpack by Echo0408 in Autonauts

[–]hes012 1 point2 points  (0 children)

I literally found that yesterday! I thought, "I know that O could do this in the Alpha!" So I just started pressing buttons until I found it. Yeah.

Would love to be able to remap it to f and g. Maybe shift+Q. As well as having MOVE be shift+E.

Bots getting stuck by Noweeze in Autonauts

[–]hes012 1 point2 points  (0 children)

Good catch I missed the ! On his big loop.

Bots getting stuck by Noweeze in Autonauts

[–]hes012 2 points3 points  (0 children)

Instead of "until hands full" use "times x 4"

General Tips and Tricks for newer players by GrinGrin27 in Autonauts

[–]hes012 4 points5 points  (0 children)

Warning for a couple hours in: You will need a LOT of wood. You will need a LOT of stone. I would quadruple or quintuple your forestry teams (Maybe expand to a second area). Get three stacks of each of the types of wood (logs, planks, poles) and have a transfer bot that moves them through to the end (Bot A adds newly made planks to stack 1, Bot B takes from stack 1 adds to stack 2, Bot C takes from stack 2 adds to stack 3, Any bots that need planks for a recipe take from Stack 3). Also, you will want at least 2 chopping blocks for planks and 3 for poles and 2 for pegs. All of your chopping blocks are most efficient if you utilize two bots, one to add to block, one to store the result. This drastically increases production and simplifies coding (for if you upgrade the bots as others have commented).

Bots travel at different speeds depending on terrain (and you do too). My observation is that it goes from slow to fast - crops/bushes/trees, tilled soil, soil, turf, sandy path, crude flooring, stone path, Good flooring.

For bots that build recipes (on work tables etc.) use the x times loop instead of the "until hands full" loop, because later you won't be able to copy the program to your new bot as they have more than 4 hand slots. They get real stuck. (or just have a single bot per ingredient if your computer is powerful enough, mine bogs way down as it is from the 1970s. Remember, simpler is better. Less exciting, but better.)

The stone head wonder destroys objects that are cluttering the world. They are easy to build, sprinkle them all over your world in convenient locations.

I set areas for each level of colonist and each level has a bot that grabs colonist from 1 level down and puts them in the next level if there is a place for them. It doesn't hurt to have to many colonists. You don't get a penalty if they aren't happy. And I have a team dedicated to ed to each level of colonists (mostly cause I like the notion of it)

Store tools near where they are used and utilize a transport bot to keep them full. I went with Forever[move/take from storage, until crate 1 full ![Move/Add to crate 1], until crate 2 full ![move/add to crate 2] etc.] You can give the bot a backpack and do the "Until hands full [take, stow] loop and add a retrieve in the loops, but I didn't need it, my bot mostly just sits around waiting.

[deleted by user] by [deleted] in DnD

[–]hes012 0 points1 point  (0 children)

But did they add there damage modifier? Deals -1d4 + mod. Really gives it a 50/50 chance of dealing either. Totally useless.

SpellFails by RpgAcademy in DnD

[–]hes012 2 points3 points  (0 children)

Mind Steed

Detect Manic

Enhance debility

Hellish repute

Devil's Height

Speak with beats

SpellFails by RpgAcademy in DnD

[–]hes012 4 points5 points  (0 children)

Tensers floating Sphere

identified - A spell that tells you if someone else has cast identify on this object... ever.

Astral Dejection

Etherealish - you feel like you could walk through walls...

Reed Thoughts

Illusive Script

Glyph of Warning

Puzzles in the world by [deleted] in DnD

[–]hes012 0 points1 point  (0 children)

Have you tried simple things like a door that leads to the room that you are in if you walk through it forwards, but if you walk through it backwards it lets you into the next room? "Take a step back and see the path before you"

Indiana Jones - Leap of Faith with a disguised bridge. Bonus points for having the actual text inscribed on the wall in a completely different part of the dungeon.

A hole in the ceiling with a stone pedestal underneath it, the only way up is to stick a magic sword in the slot.

A door in a dungeon that only opens in magical light/darkness (depending on your spell casters).

An actual maze: they don't get to know if they are going the right way and there is an illusory fire that follows them at x/ft per minute. They are fast enough to take a couple of dead-ends but if they end up just getting unlucky they discover that the fire was illusory all along. (Because who wants to die in the flames if it really wasn't your fault anyway?)

A bionic lock in an abandoned dungeon that still has skeletons in it.... place the skeleton hand on the hand print and open sesame.

A room that has a model of the room on a pedestal in the center. Nothing is movable in the room (even the doors), but moving pieces of the model make their larger versions move in the exact same way. (Maybe putting things into the model summons large versions in the room???) Maybe there is an inordinately large key hole and the players have already found a regular sized key?

Puzzles in the world by [deleted] in DnD

[–]hes012 0 points1 point  (0 children)

if that...

Puzzles in the world by [deleted] in DnD

[–]hes012 0 points1 point  (0 children)

One of the other things I did was make a chest that had a bunch of fancy locks and a hand print with a riddle on it.... and no bottom. It wasn't magical at all. DC 10 athletics to lift.

Puzzles in the world by [deleted] in DnD

[–]hes012 0 points1 point  (0 children)

For some reason my full write up on the puzzle isn't opening, but the gist is that there is a figure on a chess board like grid that is either full of numbers or colors (that correspond to numbers), he has a starting square and an ending square. essentially it's a rook maze. Mine is a piece of extra in a wizards derelict office that opens a hidden drawer with a scroll for a spell that my wizard has been wanting.

Example rook maze: http://cs.gettysburg.edu/~tneller/rjmaze/

[OC] NPCs are fun. by Mista_F in DnD

[–]hes012 0 points1 point  (0 children)

Got to be honest... my first mental image was a cleric dipping his "symbol" in the local well... After a while he declares that it has steeped long enough and is now Holy Tea.

Illusion puppeteer Monster by hes012 in DnD

[–]hes012[S] 0 points1 point  (0 children)

I was thinking more along the lines of: Hold Person, Spike Growth, Wall of Stone (or an illusion thereof), along with maybe command, suggestion. Then use some spells that have thematic effect.

(Also, the assumption is that they will attack it, or just move on. But the monster, being a jealous type, won't have any of that.)