Amazing news, fellow Autonauts. We have three awesome Autonauts mugs to give away, with or without logo depending on your preference. They won't help automate your drinking habits, but they will at least give you something jolly to drink from.
To stand a chance of winning one of these venerable vessels, you need to use Autonauts modding to make and share a new tool.
Our loose definition of a tool is "something you hold and use on something else to make something happen." Very helpful.
You can make as many mod tools as you like: each will be considered on its individual merits. Try not to make anything too rude or nasty, please.
Upload your mod to the Steam Workshop and make sure you use the tag "toolcompo" in the LUA script so we can find them.
The competition closes at midnight GMT on Friday the 3rd of April 2020. The judge's decision is final.
In case you're stuck for inspiration or nervous about making your first sacrifice to take the first step into the Dark Art of Modding, we've made a short video to show the making of an example mod tool.
[previewyoutube="-k0QQynmK84;full"] Have fun! (That's an order.)
Please note that overseas shipping is likely to be delayed given the current climate.
Autonauts Patch V135 Notes
Shut the front door! It’s update number 4!
It’s been a little while since we unveiled our amazing Industrial Revolution update, which brought modding support, train networks and colonist evolution into the world of Autonauts. This update marks the start of our concerted push to make Autonauts easier to play, for seasoned and green players alike. It adds in loads of extra content such as new clothing and recipes. Plus a massive bunch of Quality of Life tweaks that help with planning, scripting and general botitude.
Our latest trailer should give you a good idea of what to expect!
[previewyoutube="tgwLVUKXzwE;full"] Here’s a full rundown of what’s on offer:
Food!
Recipe Variants
Apple-Berry Pie (Kitchen Table; Good Oven)
Pumpkin-Mushroom Pie (Kitchen Table; Good Oven)
Clothing!
Hats x 3 (Hat-Making Bench)
Horned Helmet
Fox Kigurumi Hat
Dinosaur Kigurumi Hat
Tops x 2 (Sewing Station)
Fox Kigurumi Top
Dinosaur Kigurumi Top
Decoration!
Garden Gnome #4
Bots!
Variant Blueprint x 1 (Worker Mk 3 Variant 2)
Tools!
Besom Broom
Good Blade
Structures!
Good Mortar Maker
Planning Mode!
Planning Mode
Block-Out Areas
EZ-Move Features
Better Botitude!
Bot Database Update: Remote Load/Save Bot Scripts
Search Update: Teams
EZ-Move Bots Feature
Improved Scripting!
Copy/Paste Instructions
EZ-Loop Feature
New Modding Features!
Customise Keys to Trigger Events
Automate Object Movement from Event Triggers
Import Your Own Models
Play Your Own Sounds
Make New Food and Structures
Tweak Too Many Variables
Tell all your friends! And if they aren't your friends, befriend them! And then tell them! The world could always do with more friendship :)
Autonauts enters the Industrial Age with a massive free update
Today Denki and Curve Digital are set to launch their biggest update to date for their acclaimed coding and colonisation game, Autonauts. The free expansion, titled ‘The Industrial Revolution’, shifts the automation emphasis to mechanise the mining of coal and metal resources to build and fuel steam-powered worlds using potent new Mk 3 Bots. Players can now create advanced railroad networks with fully-functioning trains and add their own cheats, scripts and content to the game for the world to enjoy via Steam Workshop.
To see all the new content in this expansion, check out the fancy new trailer here: [previewyoutube="W2lAERTfWr4;full"]YOUTUBE[/previewyoutube] Autonauts challenges players to colonise fertile alien worlds for the benefit of humanity with an array of robot helpers at their disposal. Utilising a visual programming language inspired by Scratch, players can playfully program their helpers to perform basic tasks like chopping down trees to more complicated duties like baking pies, fishing, powering-up other robots and lots more - all with the aim of satisfying colonists arriving from the homeworld.
New Modding Support
Players can now upload and download custom scripts, upgrades, buildings and other content to the game via Steam Workshop.
New Train Networks
For the first time players can build advanced rail networks and infrastructure to ferry goods and resources around their expanding colonies
20 different new structures and 4 new core vehicles including Train Engine and multiple freight options
New Colonist Evolution
Expand the evolution of your colonists with the addition of two entirely new categories on the in-game ‘Pyramid to Transcendance’: Health and Education. Make use of leeches and flowers to dispense medicinal aid to sick colonists and ensure they continue generating Wuv, and raise their undernourished intellect with books.
New Tools & Upgrades
Steam Hammer
Jacquard Power Loom
Super Backpack to store more items
Memory Upgrade so bots can perform more advanced routines
Printing Press
Paper Mill
New Housing
Two-Storey Brick House and Mansion
Suitably Dickensian attire
Shirt and Tie, Coat and Scarf, Blazer and Cravat
New Toys
Horse and Carriage
Dollhouse
Autonauts 'Xmasnauts' Patch V133 Notes
Merry Christmas and a Happy New Year, fellow Autonauts!
Today we're pleased to give you the second of our free updates: Xmasnauts. This one features even more joyous Autonewness than before, with new farming structures, new flora and fauna, new recipes, new clothing, new bot variants, a new garden gnome statue - and a little seasonal weather for good measure :)
In the immortal words of Bill S Preston, Esquire and Ted Theodore Logan: "Be excellent to each other."
Aaron and Gary
New : Animal Breeding Station and Plant Breeding Station added.
New : Animal Breeding and Plant Breeding Research added.
New : Milking Station and Shearing Station added.
New : Hay Baler and Trough added.
New : Highland Cows and Alpacas added.
New : Coconut and Coconut tree added (no recipes yet)
New : Carrots and carrot recipes added.
New : Carrot Certificate added.
New : Naan added.
New : Santa, Wally, Party and Antlers added.
New : Santa, Wally and TShirt2 tops added.
New : Bot Mk1 Variant 4, Mk2 Variant 4 and Gnome 2 added.
New : Snow! Use Settings->Weather to toggle it on/off.
Updated : Filling Shallow Water will change surrounding Deep Water into Shallow.
Updated : Deep Water can no longer be used with Buckets.
Updated : Bridge now requires two more Square Frames instead of two Triangle Frames to make it.
Updated : Seedling, Hay Bale and Dough can now go into the Compost Bin
Updated : Watery Porridge, Crude Bread and Good Bread weights reduced.
Updated : Thresher conversion time is now halved.
Updated : Crude Pot conversion time increased slightly. Cauldron conversion time decreased slightly.
Updated : Pitchforks now wear out
Updated : Butter Churn Making sound added.
Fixed : Big memory leak fixed.
Fixed : Sometimes bots wouldn't give clothing to a Colonist.
Fixed : Using a Bucket on Tilled Soil wouldn't fill it up.
Fixed : A bot throwing objects to another bot over large distances could be exploited.
Fixed : Adding an Upgrade to a Bot that's using a Wheelbarrow/Cart would make the bot unusable.
Fixed : A bot using a Wheelbarrow/Cart wouldn't respond to the "To Me!" button.
Fixed : Bots wouldn't follow while learning when the Player was using a Wheelbarrow/Cart.
Fixed : Trees chopped near the edge of the map could crash.
Fixed : Animals could become "locked" and unusable if a Bot had a bad script.
Fixed : Until Backpack Full would not detect filling with Square Frames.
Fixed : Sometimes an object could exist on the ground and as a bot upgrade.
Fixed : Player would keep an object reserved if it failed to use it.
Fixed : Sometimes new hedges would be angled badly in the ground.
Fixed : Bots couldn't dig up Hedges.
Fixed : Walls above a Block Door would be taller than other walls.
Fixed : Walls were allowed above arches (and they shouldn't be).
Fixed : Sometimes the tops of stacked walls aren't always the same height.
Fixed : Swamp couldn't be filled with Soil/Sand
Fixed : Catapulted objects could land inside buildings if the building was built after the Catapult target was chosen.
Fixed : Waterwheel rollover would show a windmill.
Fixed : Sometimes paths would go transparent or red when placed.
Fixed : Sometimes bots would get stuck (on loading) if an autosave occurred when it picked up an object.
Fixed : Highlighting a stacked wall while it was being built would crash.
Fixed : Tops didn't always go up a level when they required another top.
Vote for Autonauts in the Steam Awards 2019!
When Aaron and I first shared the basic Autonauts gameplay with the world back in mid-2017, it quickly became clear that we had something special on our hands: something unlike anything else; something even more than an original joy to play. We had something with the power to educate through entertainment - and without menace in any form; something that literally allows you to change the world through the power of love.
Nominate Autonauts for Most Innovative Gameplay 2019 and help share that love with the world.
Aaron and Gary The Autonauteers
Autonauts 'Autumnauts' Patch V132 Notes
Hello, fellow Autonauts!
Today marks the first of six free updates we’re bringing to the game over the next six months. Check out the roadmap on the news post here.
Dubbed 'Autumnauts,' this new collection includes fresh features to enrich your colonisation efforts, from tops and hats, to porridge recipes, bot variants, garden gnome statues and more.
We’d like to take this opportunity to thank each and every one of you, both here on Steam and on our Discord, for supporting us throughout the launch of Autonauts and beyond!
Stay 'nauty! Thar it be. For thee.
New : Block Door and Stone Arch Door added.
New : Mad Hatter, Cloche and Acorn hats added.
New : Clown Dungarees, Jumper 2 and Apron added.
New : Bot Mk1 Variant 3 and Mk2 Variant 3 parts added.
New : Milk, Berry and Honey Porridge added.
New : Decorative Gnomes added.
New : Forestry 3 and Fruit Farming Certificates added.
New : Pattern Types added to search areas (only applies to Bots doing actions on ground tiles) Using Pattern Types you now can create fancy strips and checkers for all your gardening needs. These can't be used on Signs so Soil digging Bots that use a Sign will need to have their area manually fixed if you want them to keep digging in the same pattern.
New : Bees now indicate if they don't have any flowers to go to.
New : Dredged tiles can now be filled in with buckets of Soil/Sand.
Updated : Tree Top and Mac are now both Level 4.
Updated : Cooking Pot make time changed from 4 seconds to 3.
Updated : Fishing Rod now has 40 durability instead of 20.
Updated : Autosaves are now only shown when loading.
Updated : Rich deposits no longer get used up/respawn.
Updated : Bots will now fuel the emptiest converter needing fuel rather than the nearest converter needing any fuel.
Updated : Stacks are now limited to 500 objects high.
Updated : Walls no longer need to be the same type to count as "Walled" when surrounding animals or buildings.
Fixed : Bricks are now unlocked with Construction Technology research.
Fixed : Fez can now be made in the Hat-Making Bench.
Fixed : In Trade, dragging an upgrade off of a bot while a Backpack upgrade was being applied by another bot would crash.
Fixed : It was possible to edit a Sign's area while teaching a bot.
Fixed : Script modification could lead to a crash using Use Held Item on a Blueprint.
Fixed : Colonists that didn't need Clothes/Toys would wear them out anyway.
Fixed : Chopped Trees could fall onto buildings or out of the world.
Fixed : Bots would stop building Multi-stage buildings after each stage was completed.
Fixed : The name of an object in a converter rollover could be too small to read (see "Good Bot Energy Efficiency Upgrade" in French).
Fixed : Autosaves were being performed when outside the Normal GameState.
Fixed : Moving a Storage while a bot is adding something to it could cause the Storage to be stuck, possibly leading to an error.
Fixed : Moving a building while it's being upgraded could crash.
Fixed : Moving a house while a bot is adding a Colonist could crash.
Fixed : Lumberjack tops and Dungarees were too light.
Fixed : Some key binding text would be too small for the button they were on.
Fixed : A half filled bucket of soil couldn't be topped up.
Fixed : Chickens were despawning.
Fixed : The game would crash if the player tried to dig a stump just as a bot finished digging it.
Fixed : Clicking on Rough Stone Block->Hard Rock Mass would go to a bad object screen.
Fixed : The Shout instruction wouldn't work for Bots using a Wheelbarrow/Cart.
Autonauts to Receive Free Content up to April 2020! Roadmap Inside!
Autonauts Patch V131 Notes
"A wild V131 has appeared"
Not much in the way of new things to play with, but lots of bug fixes. Some people have been experiencing nasty lag/delays when autosave does its thing. We've added a new Setting which lets you control or disable the autosave frequency. Use this with caution! It's not fun to lose hours of work because you forgot to save. There's also a new Quick Save using F5 to go with it. In the longer term we'll be improving the saving so that you won't notice it happening.
New : Autosave setting added. Use with caution!
New : Quick Save added using F5.
Updated : Folk will now change level to whatever house they're in. This means they can be downsized if needed.
Fixed : Chicken Coops would sometimes contain the same Chook more than once, meaning a save couldn't be loaded.
Fixed : Vehicles would despawn if there were too many of them.
Fixed : After deleting some storages and placing them again it wasn't possible to stack new blueprints on top.
Fixed : Cereal Seed could be put into a Sand Storage.
Fixed : "Until Worker Assembler Full" would exit if the bot on the output was being recharged.
Fixed : Upgraded buildings would be lost when deleted.
Fixed : Deleting part-finished Sandy Tracks would crash.
Fixed : Sometimes the player would be unresponsive after loading a save.
Fixed : Partially filled Buckets couldn't get more Fresh Water.
Fixed : Bots would attempt to add turf to soil covered by buildings/flooring.
Fixed : Moving and rotating some buildings out of the world would crash.
Fixed : Bees could sometimes leave the world after an autosave and crash.
Fixed : Bees could disappear from a Skep.
Fixed : Using WASD while autosaving could cause a large jump in camera movement.
Fixed : Some objects could be put into Fertiliser Storage but not make any Fertiliser.
Fixed : Chooks would stop using Hen Houses when the maximum of 100 was reached.
Fixed : Sometimes a converter would be stuck with full ingredients but not produce anything.
Fixed : Adding a blueprint to the top of a Barrel while a Bot added water to it would crash.
Fixed : Adding a blueprint to the top of a Small Silo while a Bot added sand to it would crash.
Definitely fixed this time : Sometimes a Seedling Tray would show negative Tree Seeds.
We didn't have time to add the proposed Search Area setting this time. It will have to be V132! Speaking of which V132 will include a handful of new shiny things for you to play with, so please look forward to it!
Many Thanks
Autonauts Patch V130 Notes
Hello all!
A hot, steaming V130 is fresh out the oven for you to try! The big new toy to play with is the Shout/Hear instructions. Press Z to show a bot how to shout. Then another bot can use "Until Hear" to wait until they hear the first bot "shout". Fun!
New : Shout/Hear instructions added.
New : Enable/disable option for Day/Night added to Settings.
New : Enable/disable option for Weather added to Settings.
Updated : Pumpkin Pie to need 2 Pumpkin Stew instead of 1.
Updated : Apple Pie to need 3 Apple Jam and 3 Pastry instead of 1 and 1.
Fixed : Dragging an object in Trade while the bot is being upgraded would crash.
Fixed : Area selecting a building that's being upgraded would crash.
Fixed : Moving a building while it's upgrading could crash.
Fixed : Sometimes when a bot used a Rocking Chair it would crash.
Fixed : When using a Sign to search for Blueprints the instruction would incorrectly say "Find Nearest Sign".
Fixed : Sometimes taking an object from a bot in Trade would crash.
Fixed : Sometimes Chooks get stuck in Hen Houses or can crash when loading.
Fixed : Repurposed feeding bots would sometimes not find Colonists in houses.
Fixed : Sometimes bots would stop working or wander off to the edge of the map.
Fixed : Sometimes a bot would get stuck looking for a blueprint when it was already standing on one. Silly ol' bot.
Maybe Fixed : Sometimes scything Cereal Crops or flailing Cereal will crash.
In the next version I'm hoping to have a new feature that allows you to choose what kind of "Find Nearest" pattern you want. Every tile, every even tile, vertical strips or horizontal strips. This will solve the "my bot won't dig these tiles" problem but should also allow you to do some interesting things (like rows of tilled soil for your vegetables instance).