#Robot AI :robot:
216 messages · Page 1 of 1 (latest)
In Unrailed 1, the robot will try to avoid bombs, but there doesn't seem to be this mechanism in Unrailed 2.
Indeed the current version doesn't has it yet - It's definitely something that will be added again 🙂
also the bot usually gets stuck when its pating goes through a mob as they dont redirect themselves
It may contain mistakes because of the use of a translator.
There is a function that allows you to give instructions to the robot using RT and directional keys, but I would like to be able to assign this to any button I want.
There is currently no key reassignment in the Open Beta.
It seems like in this specific situation I am not able to progress - the game asks me to command the bot to chop a tree - however the bot does not have have access to trees and hence is stuck unable to do anything. Or is it just me not understanding something?
You can let it chop rocks and then trees but yeah we should change the tutorial in that case
Disregard please, i haven't done enough TS, yes changing the command for it worked
ok thank you
Sometimes the bot just doesn't know how to reach his task and stops. Especially with the Ghost-wagon.
Btw, can we please have an option that makes the bot refill wagons, but not build rails? Sometimes I just need someone to collect the ressources, but the bot builds the rail in atrocious ways that sometimes screw me over. Even without the way it lays tracks, I would appreciate a way to make it refill my wagons.
It's the one with carriage arrow icon
Ah nice
The path shown when using the marker to get the bot somewhere should also be the path which the bot uses to lay tracks. Currently it just lays the tracks somehow to the marker which is unintuitive if the marker shows you the path of the bot.
is it possible to change the ai of the bot a lil so that he doesnt go to far behind when there many resources around the train? exept when a task forces him to go far back
and maybe try out if diagonal pathfinding could work for the bot, so that his zig zag movement is less noticeable when he tries to walk to something like an item where a player would walk diagonally towards it, if there is nothing blocking its path
Better Emoji wheel for bots (idea)
This emoji wheel is the same as the one before but, you can see that there are two darker selected regions, in these regions, you are able to select multiple ones at a time for the bot to do, the bot will then decide which of these it will swap by itself. All of the ai of when it’s doing these actions will remain the same, but another separate ai will choose which mode it will be in. This is instead by pressing a button while over one, which shall highlight it in yellow and allow you to select any other ones (in the same dark blue area), close the radial and it will start.
If both pickaxe and axe are selected: it will destroy both wood and stone, with a focus on making a path for the train to the end of the track, when it is done with that, it will mine both wood and stone about 10-20 at a time (if it sees that one side is very low on resources (-5) though, it will mine that material, if both resources are low on the map, it will mine about 5-10 at a time before swapping, (if you're holding one of the tools it will ignore swapping sides)
On the area with Water Bucket, Dynamite (items), Tracks and restock
It will go from the top until the bottom and this is the level of importance each will take, and what will cause the bot to go in this mode (remember the player can only have selected two of these and it will still be in order of how useful)
Dynamite (items): will use the items generated by the train first (if restock isnt selected it will also fill these up, ai will switch back to restock before it restocks these in dynamite mode) (this is at the top because these items arent on screen alot of the time)
Water Bucket: Will go to water bucket mode when the vehicle reaches 10-15% water percent left
(this is another way to deal with an option that should just be with the restock wagon mode)
Restock: Will restock all parts of the train if the top 2 do not need to be completed/arent there
Track: If everything above has happened, (tracks are lying beside the track), this mode will activate Or if the train is about to crash, it will force this mode, when track is fine it goes back to restock (if restock is not selected it will continue this mode until top two are needed)
If you take out one to two of these, it should still work
Anger and the bridge mode do not stack with anything else and are purely to be by themself. since anger isn't in unrailed 2 (yet?) heres what it should do.
Anger: Kill all hostile mobs first, and then normal mobs, then mobs attached to carriages
—--
These are bot focused suggestions (not really anything to do with prior suggestions, but everything would still be beneficial for both)
Animal collision with the bot is very clunky, and sometimes train collision is clunky as well, if the bot is in a 3x3 space for a while (3 seconds?) trying to pathfind for something not in that 3x3 space, make it pathfind a different way (second fastest path probably)
On the rail mode of the bot, it creates wooden platforms for the train to go over water, it should make a secondary platform as well whilst doing this so the bot and player can walk over while the train is over water (preferably on the side facing the screen)
Make the bot leave items when done (tools, buckets) ahead of the train track, not right next to where the train currently is, it feels bad to have to try and get an item back that was where the train was 15 seconds ago, especially as most of the time you want to mine forward. Make the bot drop things preferably 5-10 blocks ahead of the furthest placed track piece (that's connected to the other tracks)
For restock wagons and rail mode, make the bot preferably go for things behind the train on screen, but to the border of it. (if the train is about to derail though, it should go for items closest to the train) this is to prevent a waste of tracks/items that the bot ignores a lot of the time
In handbook, have a page that shows what all the different bot modes do, its not very clear what all the modes do
The “dynamite” and “angry emoji” modes are not present in this game (atleast right now) I don't know if they are coming but they would be good to have, (dynamite option) should use other wagons, dynamite, torpedo
Bot does not know how to deal with spider webs (made me die) & don't save you if you are webbed by one
Track mode will prefer laying tracks down that are already on the floor, and closest to the left side of the screen (will do closest to track if train is about to derail)
Bot doesn't know how to use ghost carriage
(kind of OP but): should be able to have more than one bot, the bot menu will trigger the closest bot to you.
—--- Below are suggestions ONLY if my “major suggestion” won't be implemented—---
Water bucket should be included as one of the things the bot does in “Restock wagons” (still keep water bucket as an option though so the player can make it do that and only that if they want it to)
Have a mode that will mine with both pickaxe and axe, where it will focus on digging a way for the train to go, and then it will focus on mining on materials for the track
why is it in chat like that (sorry for so much oh my god, im very passionate about bots in games)
Thanks for all this! So one of the anticipated features the Robot will have is a MODE button so that each action from 1-9 would act differently according to the mode set.
good to know 🙂
Has difficulties when chosing next stage
The bot cant use Slot Machine wagon 😭
This bot is insufferable on the spider queen oh my god
i think the bot may need to get some adjustment to its tracks placement, like placing them a lil more intelligently to prevent situations where he may accidentally places tracks in a way that causes the train to block paths, making you watch the train slowly crashes without being able to do anything against it
i had a few hopeless situations like that
it mostly happened in tight spaces where ya have lil room to get around
The robot can't take rails from the carriage wagon, and will despair as he watches the train crash, because there are no rails "available", or materials to craft them.
I would like the ping system from Unrailed 1 back for controlling the bot. I could fine tune where i wanted the bot to place the tracks and mine resources. Currently I cant control where the bot places the tracks(?)
Actually you can! Right click with the mouse and you will see a live, interactive grid where it will show you the Bot's path and everything.
it will show me the bot's path but I cant change it? Also the ping is useful for communicating with online randoms.
You can change it by left clicking when you are satisfied with the highlighted path.
Ok I just tested it and that works, but the issue is I have to use the mouse to do it, whereas the ping system allowed me full control of the bot with just my keyboard
Also, is there a way to tell the bot to mine resources in a line like I could with pings, instead of just around where I clicked
The right click functionality should do it with the right positioning.
Indeed the bot digs in a line until it reaches the point, then mines around that point. But, it only makes a 1 wide hole, which is bad. The previous bot behaviour was that when you set 2 ping in a straight line, the bot would dig a 2 wide hole automatically.
Also I dont think any major control should be on the mouse when you will have your hands on the keyboard 100% of the time
It might take a bit of time to get used to and I guess when we have customizable key binds this should no longer be an issue for you. This new right click system has replaced the old Ping Tool as you no longer need to spent excessive time to draw 1-4 ping dots. I would say personally the old method is a lot slower. Now you can just drop a ping of the action you want in the area which also communicates an action to be done at the dropped ping. Before you could highlight something and players may not understand what you pinged.
Perhaps you could add a functionality where you could drag your mouse across the screen and it would behave like drawing ping dots?
Maybe we could allow drawing on the grid or something and also I will question there being an equitable keybaord shotcut as well.
also this.
One mode for example, could allow you to have the Robot AI on tools and always cut 1 line paths.
Yes it is an ergonomics issue. The new method with the mouse may be faster, but it is less comfortable because my hands have to leave the keyboard to grab the mouse. Hopefully you guys will think of a way such that my hands never have to leave the keyboard
Thank you for talking to me, looking forward to that keyboard shortcut!
No problem. I guess the major feedback from U1 was that the bot never mined 1-Wides so I guess you never had this problem in the first place.
i forgot to state this in my prior stuff, it should focus on a 3 wide hole all the time and not just the one wide hole (which it did in unrailed 1) (with the second hole facing the camera, if it can)
There is one strange behaviour I've had with the bot, in that when asking it to fill the train, it would get stuck in a loop of just constantly watering the train, waiting a moment, and then watering it again. Selecting the fill train option again would usually break it from the cycle and actually stuff the train with resources but sometimes I'd need to ask 3 or 4 times before it would behave.
hmmm, its in the loop because its only in the watering mode, i dont know why youd have to ask multiple times though (that hasnt happeneed to me)
also with spider webs, and the mushrooms (I think) the pathfinder tool doesnt work over them and you have to constantly reuse it after youve broken the webs
yeah the bot seems to suck at dealing with webs
when holding up the swap mode option for the bot, it should also show the pathfinding grid onscreen
wait it does, sometimes? i dont know, it should show the full pathfinding and not just like 10 bits ahead
If you are about to walk into the bot, it should aim to get out of the way so you arent just walking into each other
The bot should also look to open up the area so the other player/s can access materials that are sometimes fully blocked off at the start of a round (should only look at the current round your on and not past ones)
It would be great if the bot drops its tools when it is assigned a new task. Or include a command where exactly the bot should drop the tool. I had situations where I urgently needed the tool, but the bot only ran to the next task (e.g. stack iron) and dropped the tool there.
Perhaps it's easier with a keyboard and mouse, because you can give the bot clearer commands there than on the controller. Havnt tried that yet
Also, bots are kinda bugged with carts with the ghost effect (not the ghost cart directly). They just won't run through them and do nothing until the path is clear again
its the same between controller and keyboard
Yeah, the bot prefers to drop the tool near the train.
hmmmm, Ive stated before here that the bot should drop things ahead of the track, i think if it dropped things as soon as it did its next job, it would most likely leave the tools in really bad areas.. I think there should be a setting for how you want the bots to do things (but that would probably be alot of work)
Idea: If a command is issued twice, it drops the tool immediately and goes to its next job. Because sometimes the distance it has to travel to the train and back to the next job is just too much.
yes, i think thats a very good way of implementing that without really doing anything that would bother other people
When I call the bot to place the track, and the track has been connected to the station, it should normally stop. But sometimes it will continue to place beyond the station. I couldn't see the tracks it place, even though I leave the station to the next level. This problem will consume the tracks, but none are placed at all. (I can see the tracks in its hand disappear one by one...🥲 )
no.. to me it seems the bot will only drop things near the train, which isn't what I need when I tell the bot to switch between tasks.
It would be nice to be able to define commands yourself so the bot can work with me rather than against me.
things I would change:
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when asked to do a new task, drop your current item at your feet, or near the train, whichever is closest to the station. (according to its pathing)
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When restocking, do not touch the tracks! It is the most annoying part of the bot's AI both in U1 and U2.
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would be nice to define an "idle command" that the bot follows when it has nothing to do.
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when set to place tracks, ensure there will always be at least one tile next to the train, if there won't be, discard the path or place bridges. (I know it will already bridge across water when set to place rails)
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be able to control the pathing of the bot with the keyboard. It was fine in U1, unsure why it was removed/not implemented in U2.
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if the previous point isn't an option; allow us to preview the map and make a path for the bot before choosing a station. (could cost a wagon spot?)
"idle commands" could be something like "stack resources near the train" or "move deer towards resources"
ive reported that bug with a clip that shows it
to stop him from "eating" the tracks you had to make sure to stop him from doing that by giving him another command
Not sure if it's been mentioned or not, or if this is actually a bug, but when you pressed CTRL or Left Mouse to bring up the bot commands they had numbers next to them, it took me ages to figure out you could only press the number when that menu was closed, it'd be good if it could work when the radial menu is open and would help new players learn the shortcuts
I might be using it wrong, but it was pretty much unusable. With unrailed 1, you could drop the 4 points wherever you want, but this new system feels like its trying to guess where I'm going, and I can't make proper curved paths. It would cool if there would be a way to like anchor the path or something.
I've not yet figured during the whole testing how to properly direct the bot. In U1 I was drawing the direction and then telling the bot to cut or lay the tracks. Now depending on what the bot is doing you have a somewhat different mechanism to indicate where the bot has to perform that action using this new method I could not quite get it to do what I wanted. Sometimes for instance the indicator highlights a whole area, then you move a little the pad and a track appears. It was not clear what cause the switch between one mode and the other.
@vocal tulip @vital cliff @alpine thunder @severe cliff @gusty rock @obsidian summit @rain bison @sacred pebble @thin stump @iron hemlock @crimson tusk @wraith fiber @gilded spire @astral ginkgo
Some players were asking about the LIVE Robot Grid. Here is a short clip that you can use to accurately reflect your thoughts:
main problem for me is having to use the mouse
It’s alright in my opinion. I like how it turns into a radius tool at a farther distance, but I’d like to be able to switch the tool when I want the bot to mine resources
I think the ping tool in UR1 is better, due to the ability to lay down specific points you want the bot to follow
That looks much better, ideally I'd still like to have better control but I wouldn't be mad about that. Main suggestion would be to implement something like unrailed 1's point system to allow for more intricate paths. Yup exactly what scary gary said.
And if you lay one point on a resource than it mines around it
This was in the Open Beta btw so no secrets here.
I'm not saying its a bad tool. I just wish there was more ways to use it/interface with it
Oh hm, I think what made it difficult for me to use in the beta was a lack of indicator for the maximum radius
I think the design of the tool is there. Here are my ideas on how to improve it,
- Add a point ability so that when I’m using the live grid I’m able to still set points I would like the bot to follow.
- Be able to switch between that radius tool (the big circle I have no other name for it), and the live grid. This allows me to use the tools conveniently even when in close proximity to the tracks.
- Unrailed 1 only allows 4 points to be placed, allow me to place more points!
The 4x5 grid with the pointy sides would show the maximum radius.
Yup, sorry poorly phrased, the range when it swaps between the radius tool and the grid 😅. Gary's put my thoughts in much better terms.
I'm not a bot expert and haven't try it so much. Seeing the video, it seems good on mouse but indeed maybe need a keyboard only way too. Also, why not to trace all the way (with keyboard or mouse) when you decide (the next 30-40 cases if you want to) instead of the pathfinding thing ? (that should remain by default if you don't customize your path).
This way, you can place your path once and not worrying about. Indeed, I often know a lot time before where I want the path to go.
But once again, I'm really a noob with the bot :p
Maybe we refer to it as the "Area" and the "Path" mode.
For the path tool itself, I actually appreciate that the bot only does 1 wide since that allows for faster manual placement of dynamite for expanding the tunnel. With that said, I think there's definitely a need for some way to dig a 3x3 or a cross shape, so a cool way to do that would be to be able to shrink/expand the area tool, and make it possible to drag the area tool.
If the bot would follow the route shown when placing tracks it would be good but for me it never actually placed the tracks only on the highlighted tiles. Don’t know if that was just because I used it at a weird time but the bot just ignored the highlighted path for me when using the place tracks mode.
well each time he places a track has a chance that he slightly changes his track placement but keeps his main route he wants to go
I also think players would prefer the bot do 90° Track Placement if possible?
You do need to have the right positioning to get that otherwise the live placement shows either a staircase or a snake.
well there is a quest that wants ya to place curved track
True, well the bot currently does not understand Bonus Tasks.
the U1 bot didn't either
i think he will get improvements in future updates like making him stop getting stuck on animals
Yes the bot is something that will improve over time. There are still some essentials missing (like dodging dynamites) or handling spider webs etc
Bucket Order not prioritizing lowest water level 🫠
somtimes i was thinking about what if the bot could walk/path diagonally in one of the future updates
I don't really like the "area" mode it does, I think it should only display, and place down a path wherever you put it (similar to Unrailed 1). Then the bot would mine along that path, instead of the area. with the "area" mode aswell, it makes you have to constantly restate the pathfinding you want the bot to do.. which doesnt really need to be there if theres only a path mode
There is a case though for someone wanting the Robot to just mine a patch of resources is there not? But I do agree the game has a tough time deciding whether to do area or path because sometimes you want the area close by and it's suggesting path because you are too close.
I think there should be a way to be able to switch what mode you want the pathfinding to do, instead of it reacting to the environment. In my case, i never used the patch mode and whenever it appeared it was more so a hinderance and i just tried to make the path again
I had a lot of problems with bot pathfinding in the cobweb region and especially in the boss fight. Whenever the path to it's objective was blocked by cobwebs, it would stay still and have the "error" emote. What it should do instead is break them as it pathfinds to the objective (if it has a tool in hand) or just walk through them (if not).
Not sure if mentioned here already, but the past few days i noticed the bot completely disregards the “don’t hold tools for more than 20 seconds” quest
Yeah, the bot isn't fully adapted to all the quests.
Here is my suggestion to making the bot have a specific path. Go with the “painting” the path when the player clicks and drags. And when they release the button, it pops up the wheel to choose the thing you want it to do. This could also apply to keyboard buttons.
omg u made a whole animation
I kinda like the bot not avoiding bombs,
fool
got past the autumn boss pretty well and the bot weirdly got hit like only 1 or 2 times or so during the fight
The demo is out now and it seems nothing has changed with the bot behaviour(?) Quite disappointing
We only fixed a few bugs of the bot since the beta as we still tried to finish the main content and we'll iterate over it soon again :).
The AI makes the boss level impossible, its so scared of the dynamite its just doing nothing but running away
Bot gets stuck while trying to path through a tile with an animal, sometimes it takes quite some time for it to find a path around an animal which hopefully will get fixed
My feedback on the bot:
- The ability to customize what D-Pad buttons do to the bot
- Set the bot to idle if I switch out while carrying nothing. (Currently it goes to collect resources instead.)
3. If we switch out from bot while carrying axe/pickaxe, immediately assign a circle area around the bot regardless of whether it is near the train or not.
It is currently almost impossible to tell the bot to clear 2-3 lines in front of the train like in U1, so I'm hoping no.3 would alleviate the problem somewhat if implemented
That would help a lot because it's hard to have one mode encompass all use cases. Players actually complained that the Robot AI in U1 was only ever cutting 2-3 wide paths when all they wanted was a single strip. This way we can allow both.
Not to interrupt your list but it was something that was discussed.
No worries, I wasn't sure if the changes had been implemented since that discussion was from the beta.
Thank you for the clarification
It has been't been implemented yet. I can't recall if there were any changes since the Demo and Early Access release.
the robot currently can't use any of the catridges that change the core gameplay (multitool, throwing, saddle)
I think it would be nice to see the bot able to use these.
for throwing, it would only do so when restocking the train, but would still be really useful.
Also when the bot has a bunch of speed carts (I had 7 in a recent run) I notice that the bot kinda stutters after each action like placing tracks, mining resources or picking up tools
Not sure if this has been posted here already, but the robot seems to not know that a wagon has the ghost modifier, so it just stays stuck behind the train although it could be able to just go through the wagon
I feel that the bot would go out of the map more often after the latest patch.
yea the bot seems deadset on clearing behind the train had a really good run with @burnt galleon that went above 1500 but ultimately died because the bot would constantly go on useless adventures
Removing the map rotation has revealed an issue where the bot would go out of the map to retrieve resources from 2-3 maps ago. Although, this remains a speculation since I have no way to recheck the bot's behavior prior to the latest patch.
Bot does not detect bucket when it's on milk wagon
Will check later if it is also confused by carriage wagon
This came from a bug report thought it was useful here great idea such feedback by TS
"
I think the bot should just never leave the screen space for mining, or even not get behind the train by more than 10. It happens way too often that when we need the bot forward, the bot is completely lost on the left side of the screen. Not even the ping can get it to the front. I had to manually control the bot and use respawn."
Can we be able to have the bot control wheel to any button like unrailed 1. I struggle with using the mouse, the keyboard only controls would help a lot as an accessibility setting.
1 2 3 4 5 6 7 8 9
Thank you but it would be nice to be able to have a toggleable UI for this
L-CTRL
I would love the ability to flip a setting and have the bot not fear explosives. Having the bot die occasionally would be much better than whatever it just tried to do in the mole fight...
When I first encountered this behaviour, I had a double-whammie where the bot dashed into me and failed a task.
In the islands the bot completely breaks when the train starts to overheat. It looks for the closest water source, but sinse the water comes in waves it just wiggles on the dry land when it's lowtide. It should seek the water that is still available on the sides of the map.
I don't know if this has been mention yet but the bot can not handle supercharger wagon. If there is less stone and more wood in the storage and the supercharger wagon has an extension that pulls from the storage then the bot goes to the supercharger wagon and takes the stone, throws it to the storage. The storage instantly push that back to the supercharger. And the bot just stands there and takes out, throws to the storage again... It's a never ending loop, until someone puts stone in the storage.
This is a pain in the head, because the bot is unusable if we use supercharger. And the only thing that the bot can do so-so is storage, but with this bug, the bot can not perform storage task.
I have seen the same issue as the guy above but with compactor. The bot takes stuff out of compactor, puts them in storage, then storage pull extension takes the resources back to compactor. I suggest making it so that the robot can not take resources out of wagons that use them (compactor, supercharger, collector, auto miner, etc.)
Would love to be able to remap the d-pad shortcuts for the AI
Boiler Badlands Torpeboss: The bot doesn't bother to build bridges with the bucket. It just stands there with the bucket in hand.
When the bot AI is set to chopping/mining and there are no trees/mountains left, it will start attacking ducks when the map has ducks but refuses to attack any other animal, is this intended? Same with the turret
I’m glad that you guys added this feature from U1 to U2 but it would be cool if we could place multipule points like we could in U1 because I liked having more control over where exactly the bot placed the tracks
The AI bot walks directly in front of Loco Labyrinth mimics and lets itself be eaten. This means the bot is constantly respawn-looped and makes it essentially useless in this biome.
It's not actually a bug, so I moved it here
If this occurs when the train is moving at high speed, recovery becomes very difficult.
Can the bot specs be changed?
Just don't let bot do tracks, problem solved
Oh that was a blind spot!
I will do that next time.
I have some bot ideas.
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Increase baseline bot speed since bot doesn't dash. Feels painfully slow. Current solution is to equip speed carts.
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Multiple bots
single player with 2-3 bots could be a new challenge for seasoned players
I would love playing with 2 or 3 bots 😍
Also something I have been messing from u1 with the bot is the cleaning of the path next to the train. Same for the bridge, a bridge of one is useless until you play with the ghost train.
In u1 the bot builded a bridge of 3 and cleared a path on the side of the train too. It’s something I miss a lot !
U1 bot also dashed to get water when the train was on fire
Yes but I miss less this feature than the usable bridge :p but true ^^
Robot and brake track wagon is bugged, bro will stand there and spam 'click' (makes the noise rapidly like someone is placing/picking up tracks on the wagon) the brake track wagon with tracks in its hands
Also in terms of speed, why does the bot lay tracks so slowly? 
Sometimes even when the train is close to the end, the bot prioritizes crafting over placing tracks, and I would like it to prioritize placing when the train is close to the end
i just lost a run because for some reason in the track mode, the bot prioritizes making bridges when it isnt needed at all, when the track is going against water but the whole other side is open, the bot should not make bridges at all, it made like 10 bridges and i had no rescources cause of it and i died, when it was otherwise an easy level
Also the bot should drop items that it has used ahead of the train, or even a few spaces infront of the train track, it usually leaves the water bucket to the left of the screen and i have to go get it otherwise it will despawn
Also for the bucket feature, it should just go back to the task it was doing before when done this task, it just keeps filling it over and over again
Also for a potential new bot mode instead of the flag mode (it just goes to the point youve placed i think, not really useful) A mode where it gives milk to players, uses dynamite, and potentially other special wagons
(other then that the new bot has been really good so far!)
do you have a run id by chance? I'll have a look and change the behaviour 🙂
soz i dont have it anymore, but i think its because it was trying to make "land on either side" of the track, but it didnt need to because the whole other side was open
It would be in your replays. Replays auto save.
With the update, when the bot is assigned to load, it will remove animals
sitting on the carriage wagon
which are connected to the milk wagon
to place resources
. It'd be preferred if the bot did not remove items from the carriage wagons, lest I lose my flock!
Bot dies constantly in canyon. Dashes and dies to worm 100% of the time. 
oh it should be RpgA
I'm on it 🙂
Indeed that doesn't make sense! It'll be fixed with the next patch
I'm not sure what wagon the bot prioritizes loading. It seems like it aims for the crafter or whatever is in the front of the train by default. Is there a way to change this besides emoting on a specific wagon? Especially in Time Attack, it would make the most sense to fill storage > Miner/Dynamite/Torpedo/Supercharger > Collector/Transformer > Compactor/Carriage. That's just my opinion on the priority list, but it would be really nice because sometimes the bot gets stuck loading auxiliary wagons when there are no tracks available. In time attack, we try to storage pull, front pull, or magnet as much as possible to automate the wagons to pull from storage and work from there.
It should prioritize storage/crafter when one commodity is completely missing. Other than that you currently can only link it to a certain wagon.
With which wagon did it get stuck - do you have a run id? Most aux wagons should be handled quickly. Probably transformer can take some time?
Let me check my replays, I have at least two good run ID examples
There's a few different issues. One of which is the milk/carriage fix already mentioned. (Thank you! That was hilarious to see but also so painful)
When the carriage wagon has resources placed on it by the player, the bot will remove the bottom item and add something different.
When the carriage wagon is empty, the bot may add dynamite (from moles) or tracks during time attack. This seriously hinders progress & safety during a run as tracks may not be available at the front of the train, or a player may have to clear dynamite while trying to put something else on and die.
It seems like the bot spends more time filling auxiliary wagons than pulling from them to load into the storage when low on tracks.
Additionally, when the bot tries to throw an animal onto the milk wagon but there is no space for it to land, the bot will get stuck in a loop throwing the same animal repeatedly.
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#exvJ
#20dD
Don't know about "a lot" but certainly some. I'm just not in the mood to type it out and would prefer it magically happening on it's own.
Such a feature for irl would be awesome.
Bot cannot place track below itself, resulting in times where the bot gets stuck because below it is the next most optimal place to put a track, but it can't reach it because it's standing there. Would love to put a screenshot but ngl i alt f4d out of anger/confusion after watching it do nothing for 5 seconds and cost me the run
i have drawn a diagram instead. Blue is track, yellow is track path it is trying to place on. Black is stone
Would it be possible to have a "follow" feature? Where the bot follows you around @wind fiber 
Would help in time mode. But it would be better to follow train instead
But bot needs more than that
For example the loading command needs to be changed
Can you elaborate?
Follow train / player to bring to bot back or what would be the use case?
Oh thanks for the detailed info!
I'll try to reproduce and fix it 🙂
So for the Follow train command, bots afk when there's no job. They often get stuck in the void in time mode at high speeds. Usually it happens when it's raining and they do bucket
Ah we can let it follow the train automatically when there is no job or it's idling
That would be great. I hope it won't affect the sleep command you can give to a bot
and when pinging yourself with that emoji it should follow you
also when switching to a bot and back the command shoulldn't be updated to whatever it was holding but rather to what it was doing before (commands + pings should stay) and
also after roughly 30 seconds the emojis of bots "despawn" (you can't interact with it but it stills visually there) and you have to give them the command again to actually be able to move it around
also in general can we just have 2 pages for bot actions, there's so much stuff that it should be able to do but is missing
also can we have page 2 actually open page 2, currently when a bot is connected both page 1 and page 2 (the buttons) open the bot page which is page 1, and also if possible binds for pages 3-6 (since 4 base pages + 1 (hopefully 2
) 2 bot pages)
There are some use cases. I think some of them will be covered by the follow command. When playing 3p time mode with a bot i had to stay in the front while bot had to stay near the train. When switching to do cartridges/extensions i used sleep command so my bot stays where i left him because he runs to load the train immediately
also big issue with controller and pinging bot command on screen. it freezes my character for 10 seconds or something
can you be more specific, this never happens to me?
I can stream and show u? hard to explain
and if we get a 2nd page with bot commands a few useful ones, would also be:
- Loading but no Bucket (for burn or 1p bucket quests or just wagon buffing)
- Loading Wagons (miner, collector, etc)
- Following (as mentioned earlier)
- Gambling (makes the bot use slot machines)
(i'll add more later here, can't think of that much rn)
also bots load resources from storage to crafter or generally walk to crafter to load resources into it in general which they should only do if there's no storage pull (same for other wagons which require loading, unless specifically the loading wagons thing would be used)
The issue i'm having with the loading command is that they start to take tracks from the train once everything is full. And then they are trying to take the tracks to the last connected track. I'd like them to drop whatever they are holding if they are given a different command. They don't do that with tracks, but do with other resources
This is a big problem
LMK if you can't reproduce it, bot was in the bottom right corner of the area iirc but if I've provided inadequate detail i could tak eanother stab at it
Was there water adjacent to the tracks? I could not reproduce that exactly but with water adjacent I could provoke a similar issue. A screenshot would have been really great 😄 (Next time you can also ESC->Feedback which will send us a replay which is even better)
#1286577236576829500 message
Bot picking stuff up from other wagons issue. This message started the discussion in the Piggy Wagon thread. I hope linking it is enough.
⭐ Robot AI should prioritize placing in the storage wagon if it's closer than the crafter if the crafter has a storage-pull upgrade. I just noticed but the robot spends a TON of time running from the front to the back of the train because of this.
🤖
Some of the feedback is added on experimental, but there is still a way to go
Has anyone posted anything about bots carrying tracks to the front when assigned the storage fill job? I noticed they don't play attention to quests that say only one player can hold tracks this level
Like it's helpful, but they should be mindful of that quest
Yes, i did it
It was annoying in time mode, now it's better. I was more annoyed by the fact that they didn't drop tracks at all when given a different command

Small update: The last (or second last update) added that the bot also moves to the train after a tiny timeout when its in an error state
Fixed in next version 🙂
Just when the quest is active or no carrying tracks in general when they work on storage?
When the quest is active it'll avoid tracks in the update-wagons mode. Similar to the bucket and dashing
if someone dashed into it