Autonauts Wiki

'Aquanauts'[]

V136.26.1[]

11/05/2020

Fixed

  • Mods: Models were rendering strangely because of a transparency issue.


V136.26[]

10/05/2020

New

  • Mods: SetStorageType now altered to accept any type of storage (ModStorage.SetStorageType)
  • Mods: AddFuelToSpecifiedConverter now checks for fuel limit (returns false if not enough capacity)
  • Mods: Get the max capacity of a fueler converter (ModConverter.GetFuelMaxCapacity)
  • Mods: Ability to now specify two outputs for a converter recipe (ModVariable.SetIngredientsForRecipeSpecificDoubleResults)
  • Mods: TakeFromStorage now returns a table of UIDs spawned (ModStorage.TakeFromStorage)
  • Mods: Durability of an item can now be set (ModObject.SetObjectDurability)
  • Mods: Ability to check if ANY PART of building is on tile (ModBuilding.GetBuildingCoveringTile)
  • Mods: Obtain all selectable objects in a tile range (ModTiles.GetSelectableObjectTypesInArea)
  • Mods: AddToStorage now returns a bool for success (ModStorage.AddToStorage)
  • Mods: Ability to spawn a liquid in a fillable object (ModBase.SpawnLiquid)
  • Mods: Return amount of fuel in a fueler converter (ModConverter.GetFuelQuantity)

Updated

  • Maximum number of Bot Groups increased to 300.

Fixed

  • Mods: ModPlayer.GetHeldObjectType() didn't return custom mod string
  • Mods: Doc issue with GetVariableForObjectAsString()
  • Mods: Blueprints for custom buildings didn't go see-through
  • Mods: GetAllStorageUIDsHoldingObject would ignore StoragePaletteMedium
  • Mods: Converter custom models now hold scale during blueprint stage and completion
  • Mods: Wrong object could be deleted if on floor or building by using DestroyObject
  • Mods: Various storage functions didn't update icon on storage
  • Mobile Storage could sometimes be locked by multiple unloading bots.
  • A bot could find and move to a mobile storage that didn't contain what it already had in its hands.
  • A bot wouldn't trigger a fail if it tried to find/move/take from a mobile storage and its hands were already full.
  • Text wouldn't fit correctly into a sign.
  • Newly duplicated buildings couldn't be rotated.
  • Hovering over bot list status/tool icon wouldn't show correct popup.
  • Leeches could sometimes be netted from Fresh/Salt Water.


V136.25[]

07/05/2020

Updated

  • Carrot Crop now has a chance of yielding 1-2 seeds.
  • Player can now dig up Grass while it is growing.

Fixed

  • When the first stage of a Water Wheel was completed, bots would not be able to build the second stage.
  • Hovering over an object while a blueprint was completed would make the object's rollover disappear.
  • Audio settings sliders could show "0" and sound could still be heard.
  • Flooring couldn't be drag-created under buildings in Creative Mode.
  • Selecting a research in the Autopedia, going to Certificates and back again would keep the research selected.


V136.24[]

02/05/2020

New

  • Mods: Save data - save a value for a mod (per level) (ModSaveData.SaveValue)
  • Mods: Load data - load a value for a mod (per level) (ModSaveData.LoadValue)
  • Mods: Save value in group - save values in a group for a mod (per level) (ModSaveData.SaveValueInGroup)
  • Mods: Load value from a group - load a value from a group for a mod (per level) (ModSaveData.LoadValueInGroup)
  • Mods: ModBase.SpawnItem now spawns liquids in a bucket by passing liquid type (ModBase.SpawnItem)
  • Mods: Add Fuel to a fueler converter (ModConverter.AddFuelToSpecifiedConverter)
  • Mods: Buildings can now be set to walk through (ModBuilding.SetBuildingWalkable)
  • Mods: Set new max capacity of storage (ModStorage.SetStorageMaxCapacity)
  • Mods: Set current storage value of item (ModStorage.SetStorageValue)
  • Mods: Change storage type of item (Generic/Palette) (ModStorage.SetStorageType)
  • Mods: Storage properties now returns object it stores (ModStorage.GetStorageProperties)
  • Mods: Ability to take from storage and place objects (ModStorage.TakeFromStorage)
  • Mods: Ability to add an object from world into storage (ModStorage.AddToStorage)
  • Mods: Strings can now be exposed/altered in mod options (ModBase.ExposeVariable)
  • Mods: Dropdown boxes can now be exposed in mod options (ModBase.ExposeVariableList)

Fixed

  • Mods: GetAllStorageUIDsHoldingObject would ignore certain objects and return generic storage
  • Mods: Image loading for texture on custom models now using Point filtering
  • Mods: Custom mods using game models would be ignored if added to storage
  • Quitting the tutorial on the last step of the first stage would still keep the tutorial active.
  • A bot would keep a vehicle reserved if it failed to add something to it because it was too far away.
  • Clicking on a busy bot in Whistle Mode would area select all bots up to the top left corner of the map.
  • Edit Mode Can't Undo message wasn't translated.


V136.23[]

26/04/2020

New

  • Mods: Get Category from object UID (ModObject.GetObjectCategory)
  • Mods: Get Subcategory from object UID (ModObject.GetObjectSubcategory)
  • Mods: Get the Name of specified Bot (ModBot.GetName())
  • Mods: Get Game Version now returns without 'Version' text
  • Mods: Get Game Version Major returns major version e.g. 136 (from 136.22.1)(ModBase.GetGameVersionMajor())
  • Mods: Get Game Version Minor returns minor version e.g. 22 (from 136.22.1)(ModBase.GetGameVersionMinor())
  • Mods: Get Game Version Patch returns patch version e.g. 1 (from 136.22.1)(ModBase.GetGameVersionPatch())
  • Mods: Ability to find if game version is higher than/equal to desired version (ModBase.IsGameVersionGreaterThanEqualTo)
  • Mods: Example in game model blender files available for download (See Mod Doc for info)
  • Mods: Upload manager now checks file size and errors if >1MB before uploading to Steam.
  • Mods: GetObjectProperties now returns name of object (Param 5)

Fixed

  • Mods: ModConverter.AddIngredientToSpecifiedConverter wouldn't trigger conversion when the last ingredient was added.


V136.22[]

24/04/2020

Updated

  • The Windmill can no longer be indicated by hovering over its blades.

Fixed

  • Mods: Custom Education, Medicine & Toys didn't have default variables set for max usage (and a few others)
  • Mods: Toys were not recognised by Colonists as Toys
  • Mahi-Mahi and Perch had the wrong water type in the Autonautopedia recipe.
  • when a bot holding a Wheelbarrow walks through a blueprint as it was completed the wheelbarrow would become stuck.
  • Taking a bot from storage as the game was saved would corrupt the save file.


V136.21[]

17/04/2020

New

  • Mods: Object rotation can now be set (ModObject.SetObjectRotation(ObjId, X, Y, Z))
  • Mods: Add an actual ingredient to a converter building providing UID of building (ModConverter.AddIngredientToSpecifiedConverter)
  • Mods: Get all buildings UIDs within an area (ModBuilding.GetAllBuildingsUIDsOfType)
  • Mods: Move an object instantly (ModObject.MoveToInstantly(ObjId,X,Y))
  • Mods: Exposed BaseDelay for Minecart and Train
  • Mods: Custom Toys can now be made
  • Mods: Custom Medicine can now be made
  • Mods: Custom Education can now be made
  • Mods: Exposed various Train variables: "MaxWater", "MaxFuel", "WaterUsePerSecond", "FuelUsePerSecond", "RefuellingTime"
  • Mods: StartMoveTo/UpdateMoveTo now have better information when error occurs
  • Mods: Get if it's currently raining in game (ModBase.IsRaining())
  • Mods: ExposeKeyBinding blocks invalid keys
  • Mods: GetFirstSelectableObjectUIDOnTile - new param 'AllowBuildings' can be set
  • Mods: Ability to remove a recipe from converter (ModVariable.RemoveRecipeFromConverter)
  • Mods: Spawn Bot now returns UID of spawned Bot
  • Mods: Get buildings UIDs that require a specific ingredient (ModBuilding.GetBuildingsUIDsRequiringIngredientInArea)
  • Mods: Exposed EnergyCapacity of GiantWaterWheel, Windmill and StationaryEngine
  • Mods: Exposed WaterCapacity of StationaryEngine

Fixed

  • Mods: Destroying a bot would not work with ModObject.DestroyObject()
  • Mods: Cannot add Crude Bucket to converter when it's a part of a recipe
  • Mods: Spawning of Mk0 components (head, drive, frame) caused error


V136.20[]

15/04/2020

Fixed

  • Cancelling fishing would still consume bait.
  • When loading a save, sometimes bots using "Set Output" instruction wouldn't have a valid set type.
  • Using a Fishing Stick more than 7 tiles away would not do fishing.
  • Using a Fishing Stick wouldn't go to the nearest water.
  • Level 1 Research would take twice as long on a Level 2 Research Station.
  • Stationary Steam Engines were selectable when choosing a building to rename (and they shouldn't be).
  • Exit On Fail wasn't being triggered when a Bot was too far from it's target building.


V136.19[]

13/04/2020

Fixed

  • Buckets couldn't be used as ingredients on converters.
  • Exit On Fail wouldn't trigger when trying to Add To with empty hands.
  • When applying new clothing to a bot the old clothing would be left on the ground highlighted.
  • The instructions "Find Tree Seed->Move To X,Y" would move to the Tree Seed instead of the X,Y location.
  • When using RMB on a Log with empty hands the instruction generated would say "Move To Log" instead of "Move To X,Y".
  • Bots couldn't mine boulders.


V136.18[]

10/04/2020

Updated

  • Upgraded buildings now appear next to their non-upgrades in the Edit Mode palette and Autonautopedia.
  • Fertiliser is no longer wasted when added to Seedling Storage that is almost full.
  • RMB can be used to add clothing to Colonists as well as CTRL+RMB.

Fixed

  • When a Bot uses "Set Output" and the target converter is then upgraded, the "Set Output" type could change.
  • Removing the "Move To" from "Find Water->Move->Use" while fishing with a Fishing Stick would allow the bot to stand on any tile and still produce a fish. This fix also affects a number of other actions where the bot needed to stand on the target tile.
  • the player could reserve objects forever until they did another action.
  • The instructions "Find Tree Seed->Move To Storage" would move to the Tree Seed instead of the Storage.


V136.17.2[]

19/04/2020

New

  • Mods: Object rotation can now be set (ModObject.SetObjectRotation(ObjId, X, Y, Z))
  • Mods: Add an actual ingredient to a converter building providing UID of building (ModConverter.AddIngredientToSpecifiedConverter)
  • Mods: Get all buildings UIDs within an area (ModBuilding.GetAllBuildingsUIDsOfType)
  • Mods: Move an object instantly (ModObject.MoveToInstantly(ObjId,X,Y))
  • Mods: Exposed BaseDelay for Minecart and Train
  • Mods: Custom Toys can now be made
  • Mods: Custom Medicine can now be made
  • Mods: Custom Education can now be made
  • Mods: Exposed various Train variables: "MaxWater", "MaxFuel", "WaterUsePerSecond", "FuelUsePerSecond", "RefuellingTime"
  • Mods: StartMoveTo/UpdateMoveTo now have better information when error occurs
  • Mods: Get if it's currently raining in game (ModBase.IsRaining())
  • Mods: ExposeKeyBinding blocks invalid keys
  • Mods: GetFirstSelectableObjectUIDOnTile - new param 'AllowBuildings' can be set
  • Mods: Ability to remove a recipe from converter (ModVariable.RemoveRecipeFromConverter)
  • Mods: Spawn Bot now returns UID of spawned Bot
  • Mods: Get buildings UIDs that require a specific ingredient (ModBuilding.GetBuildingsUIDsRequiringIngredientInArea)
  • Mods: Exposed EnergyCapacity of GiantWaterWheel, Windmill and StationaryEngine
  • Mods: Exposed WaterCapacity of StationaryEngine

Updated

  • The Windmill can no longer be indicated by hovering over its blades.

Fixed

  • Mods: Destroying a bot would not work with ModObject.DestroyObject()
  • Mods: Cannot add Crude Bucket to converter when it's a part of a recipe
  • Mods: Spawning of Mk0 components (head, drive, frame) caused error
  • Cancelling fishing would still consume bait.
  • Level 1 Research would take twice as long on a Level 2 Research Station.
  • Stationary Steam Engines were selectable when choosing a building to rename (and they shouldn't be).
  • When applying new clothing to a bot the old clothing would be left on the ground highlighted.
  • Taking a bot from storage as the game was saved would corrupt the save file.


V136.17[]

09/04/2020

Fixed

  • Continuing a Free save wouldn't show the Bot List tab.
  • A Stationary Steam Engine could be used before it's flooring/wall requirements were complete.
  • Selecting Fish from the Sashimi recipe would go to an invalid object category and display ... strange things.
  • When editing a search area the Find Type drop down wouldn't start with the correct setting.
  • Rare crash with Stationary Engine refreshing.
  • Spamming LMB on water with a rod/fish stick would use up bait quickly.
  • Starting a Creative/Free save with Tutorial disabled would crash.


V136.16[]

07/04/2020

New New Stuff to play with

  • More fish types added.
  • Crude Net added.
  • Good Fishing Rod added.
  • Fishing sometimes yields junk.
  • Bait fish added.
  • The Fishing Stick and Rod can have Bait added to them to improve fishing chances.
  • Aquarium added.
  • Mk3 Variant 3 bot added.
  • Bunny Top and Hat added.
  • Duck Top and Hat added.
  • Gnome 5 added.

Edit Mode[]

New

  • Select Building added to Edit Mode.
  • View all bots that use a building via Select Building.
  • Make a temp team from all bots that use a building via Select Building.
  • Rename a building via Select Building.
  • Holding CTRL while adding new buildings will put down a blueprint instead of a completed version.
  • Completed, upgraded buildings can now be chosen separately from their non-upgraded version in the Edit Mode palette.

Planning Mode[]

New

  • Clicking outside of a selected Planning Area will unselect it.
  • Dimensions are now shown on a new Planning area while it's being created.
  • The dimensions of Search/Planning areas can now be typed in.
  • Show Dimensions toggle added to Edit Search Area.
  • Show Areas toggle added to Planning Mode.

Scripting[]

New

  • Instruction Palette added to Bot Brain.
  • "If", "If/Else" and "Exit Repeat" instructions added. Yay!
  • More Repeat/If conditions added.
  • Right clicking on a single Repeat/If/Else instruction will now only delete that instruction and not the children.
  • You can now make scripts larger than what a bot can use.

Updated

  • Condition drop down increased in height to cope with new conditions.
  • Shout/Hear instruction space increased for longer text.

Misc[]

New

  • Continue button added to main menu
  • New Group button added to the Temporary Group panel.
  • The Temporary Team panel now shows the number of bots involved.
  • Adding an upgrade to a bot will automatically remove the old one.
  • Bots can now program Bots using Crude Data Storages.
  • Disable error messages toggle added to error screen.
  • Bots standing on the same tile can now be selected from a list when whistling.
  • New Colonise saves with the Tutorial option disabled will now have all Certificates unlocked at the beginning.
  • unique flower seed models added.
  • Paused bots' status are now shown in the Bot list and this and Idle are now shown in the group status.
  • Indicating a resource type on the map screen will flash the resources.

Modding[]

New

  • Minecart and Train now expose MaxCarriages to ModVariable
  • Ability to get the parts a bot is made from (ModBot.GetParts(UID))
  • ModUI now features Popup with confirm cancel and callbacks to match
  • ModStorage - Get all UIDs of storage of type
  • ModStorage - Get all storage UIDs that are holding a certain type
  • ModStorage - Get Storage properties (Type, stored, capacity)
  • ModBuilding - Get is building actually flooring
  • ModTiles - Is subcategory on tile

Fixed

  • Mods: Recursion message now features name of object identifier
  • Mods: GetObjectsOfTypeInAreaUIDs could return zero if object under building
  • Mods: Spawning a bot at near map end coords in AfterLoad_CreatedWorld()