7th August Announcement & Thanks

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I would like to thank you for all your hard work over the years Amadeus, I understand this will be a huge undertaking to rebuild isxvg and I completely understand if you choose not too. I have played tonight for the first time without isxvg in, I can't even remember how long and I must say, I have been spoiled.

I genuinely hope you do decide to rebuild it, I know that is probably selfish of me to say but it really was that good. On a daily basis I would use vgcraft, vga, kbot, dip and quite often use harvest, vg-psi, vg-shaman and vg-bmg. It sounds bad but I don't know what I am going to do now without it.

I hope you decide to take it back up, I would even pay $10-$20 a month for it to be restored! but if not, enjoy your holiday man and thank you for such a great program and all your hard work.

A special thanks to Zandros who put so much work into these scripts. Your time is appreciated too man.
 

Taiel

Member
I too appreciate all the hard work that has been put into this extension and will truly miss the help that it provides. I am willing to help go thru the code (if it is even possible) i don't know how to do lot of programing, but would be willing to do what ever is needed of me not to see this die.

Again as was said before if you choose not to continue with isxvg extension i completely understand, and thank you for all the hard work you have put in over the years.

Please let me know if there is anything i can do to assist.

Have a great vacation!

Taiel
 

Kram337

Active Member
Ama,

I fully understand the reluctance to re-do the entire extension from scratch. Such a great undertaking this late in the game would feel like an enormous burden. With that said I would like to suggest that there may be 1 or 2 community members with the skills and desire to assist you in the en devour. Myself included.

Please consider that as alternative route in-which to accomplish the end goal. Now enjoy your vacation. :)

-Kram
 

Sharedor

Active Member
I want to say that i love your hard work, too. so i'll stay on payment, as long you say that you try to fix isxvg, and i real hope you do.
 

mortifer

Active Member
Thank you Amadeus, your hard work on ISXGAMES has brought many years of happy fun time gaming for me and numerous friends.

With the FTP model it might bring more ISXVG subscribers to you.

I hope you continue with ISXVG.
 

tundelwej

Member
Like everyone else here I too would like to thank you for the work you've put into the extension over the years. I will remain committed to the cause until you decide you no longer are. Also as others have stated if there is anything we can do to help you with rebuilding of this project don't hesitate to reach out.
 

Amadeus

The Maestro
Staff member
I will certainly look into it, but like I said, it's a momentous task and no one could really help with it since it requires an extensive inner knowledge of Vanguard's source code.

Here are the steps I have to follow (and, remember, I can't really do anything until I get back from vacation on Aug. 17):

1. Restructure ISXVG to account for the changes
2. Go through every command, detour, and member/method to determine what is *required* for ISXVG to function as it does right now. (i.e., in the process of working on an extension I maintain a lot of 'optional' information that helps with investigation, but would just be extra work for no reason right now.)
3. Edit the ISXVG to work without those things
4. Go through and update everything that ISXVG needs, manually. This involves hundreds of investigation procedures with the disassembly. Some will be easier than others ...some will be quite difficult.
5. Check to see if they changed any of the STL containers they were using to custom objects or new versions, etc.
6. Test and determine what might have been changed as a part of a 'normal patch'.

In other words, it's a lot. Steps 2 and 4 will take a lot of time. In essence, it really is like I have to check every line of code that ISXVG uses, and "re-find" everything I ever did when I originally wrote it. It's not quite as bad as 'starting from scratch', but it's awfully close.

If it's not too bad, I'll probably start hacking away at it on the 18th and see how things go. Maybe, if all goes well, I can get a 'broken' version of ISXVG out fairly soon thereafter that will have radar and perhaps 'events', and some other perks. But, an ISXVG capable of doing something like VGA would be a month out or more most likely.

I will post on the announcement thread the status as I go ...a sort of "blog", so to speak. Any major announcements will be there and I will send via email as well.
 
That sounds fair and again, if you do decide to redo it, there is no rush at all, just knowing it is being worked on at least will keep many subscribed, I will keep my sub going to support you as I am sure many others will too.

Enjoy your holiday for now man :)
 

Zirlion

Member
Hi,
I just started a few weeks ago using ISXVG but it was a great time. And lots of people stayed in VG cause of this enjoyment. You really should go on.
And for me it's as easy as it is: More work, more effort have to be rewarded. If its just money, that give you a new motivation, I'm pretty happy to donate you. And just to be honest, 12Dollars/3months is cheap anyways. So happy to pay more on a subscription. Guess like everybody would do, cause paying just a few more coins a week and have enjoyment.... thats fair enough!!! But only my opinion... :D

Lets start a vote who would pay a few coins more a month!?!?!
 

bob_the_builder

Well-Known Member
I'm just picturing an online MMORPG that only has botted toons running around ...

I hope non bots play VG otherwise its just like SIMS
 

Amadeus

The Maestro
Staff member
I'm sure VG has more than bots ..lol. Otherwise SOE would shut it down because the number of people using ISXVG was quite small.

It's a good game -- it always has been, and was made significantly better once they fixed the bad performance bugs that were there at release. The new user experience they added a few years ago is also quite good. So, yea, if you only tried it at launch, you should definitely try it again.
 

Amadeus

The Maestro
Staff member
Hi,
I just started a few weeks ago using ISXVG but it was a great time. And lots of people stayed in VG cause of this enjoyment. You really should go on.
And for me it's as easy as it is: More work, more effort have to be rewarded. If its just money, that give you a new motivation, I'm pretty happy to donate you. And just to be honest, 12Dollars/3months is cheap anyways. So happy to pay more on a subscription. Guess like everybody would do, cause paying just a few more coins a week and have enjoyment.... thats fair enough!!! But only my opinion... :D

Lets start a vote who would pay a few coins more a month!?!?!
Actually, what would probably be the most help I could have (at this point) would be an account that I could use that no one would care if it got a suspension (it's rare to get banned on first offense.) I'm thinking perhaps if anyone has an account they don't use anymore and/or wants to open a new one for me, that would be great -- just one month would be enough for now.

On that account, it would be nice to have a variety of characters with different abilities/traits that I would need to test. So, maybe an assortment of characters in the lvl 10-20+ range (whatever I can get.) I think the highest character I ever played was a Bloodknight, so that would probably be the one that I would find the most comfortable; however, for the purposes of testing, it doesn't really matter. The only thing that is challenging is trying to test features of ISXVG with level 1 characters.

Also, I would need at least one character with some experience/levels in diplomacy (with that character camped out NEAR someone where I could test) and a character with some experience/levels in crafting (alos, with the character camped out NEAR a crafting location with everything I'd need to test it.)

Anyway, if someone wants to volunteer, please do so here in this thread. If more than one wants to help, then perhaps we could share the login and everyone just play it when they're available. (I won't be needing it for a week or two.) Or, if multiple people want to use individual accounts, that's fine too. Just email me the login info at amadeusmq@yahoo.com

Otherwise, as I stated before, I'm going to give it a try and update ISXVG. I should at least be able to give you a crippled version (radar, perks, some events) in the relative near future (i.e., a couple of weeks) ...and, we'll just have to see how it goes from there. It could be that ISXVG gets back to near 100%, but if that occurs it would probably be a long process happening in stages. In case anyone is curious, my priority for updating ISXVG would be in this order: 1) Radar 2) speed/port perks 3) events 4) combat support ..VGA, etc. 5) everything else ..including crafting and diplomacy, which would both be of less priority than combat.
 

Zirlion

Member
Hey man, that sounds good.

Unfortunately i don't have an 2. account, but if no one gets you a respond till after weekend, i gonna open a new one on subscription and try to get some chars to 10+ range. Would be easier with VGA them to lvl :D

Lets see if any volunteer is up
 

luthael

Active Member
I use ISXVG quite a lot, on 3 VG accounts. VG would fall apart without it for me. I would probably stop playing or scale down to playing only one character at best, but even then, stuff like diplomacy and crafting would be tedious.

If it would convince you to put in the work, I would certainly pony up a donation for it. I'm not sure it warrants a doubling of the monthly fee, especially as the game still has potential for a long life.
A one time donation however, I would gladly give.

I think all the current users and potential future users, like what you do. Keep up the good work!
 

xbit

Well-Known Member
Actually, what would probably be the most help I could have (at this point) would be an account that I could use that no one would care if it got a suspension (it's rare to get banned on first offense.) I'm thinking perhaps if anyone has an account they don't use anymore and/or wants to open a new one for me, that would be great -- just one month would be enough for now.

On that account, it would be nice to have a variety of characters with different abilities/traits that I would need to test. So, maybe an assortment of characters in the lvl 10-20+ range (whatever I can get.) I think the highest character I ever played was a Bloodknight, so that would probably be the one that I would find the most comfortable; however, for the purposes of testing, it doesn't really matter. The only thing that is challenging is trying to test features of ISXVG with level 1 characters.

Also, I would need at least one character with some experience/levels in diplomacy (with that character camped out NEAR someone where I could test) and a character with some experience/levels in crafting (alos, with the character camped out NEAR a crafting location with everything I'd need to test it.)

Anyway, if someone wants to volunteer, please do so here in this thread. If more than one wants to help, then perhaps we could share the login and everyone just play it when they're available. (I won't be needing it for a week or two.) Or, if multiple people want to use individual accounts, that's fine too. Just email me the login info at amadeusmq@yahoo.com

Otherwise, as I stated before, I'm going to give it a try and update ISXVG. I should at least be able to give you a crippled version (radar, perks, some events) in the relative near future (i.e., a couple of weeks) ...and, we'll just have to see how it goes from there. It could be that ISXVG gets back to near 100%, but if that occurs it would probably be a long process happening in stages. In case anyone is curious, my priority for updating ISXVG would be in this order: 1) Radar 2) speed/port perks 3) events 4) combat support ..VGA, etc. 5) everything else ..including crafting and diplomacy, which would both be of less priority than combat.
I have 6 accounts with 4 of them having a few different level 10's of different classes. I don't know how much help that would be but their not anything that I would miss for a few weeks due to a suspension. Some are in a guild. Crafting and Dip are not my favorite spheres so I don't have anything in the way of that on them, was just getting vgcraft and Dip setup when the patch happened. If needed just let me know Ill park em someplace. My level 50's both have some crafting and dip but I'd like to keep them in use, one of the accounts already has a suspension note on it anyways...
 

Amadeus

The Maestro
Staff member
Re: ISXVG Status - August 7, 2012

Update: August 12, 2012

I spent some time the past few days here and there (probably about 5-6 hours total) working on the first phase of what might eventually be a working version of ISXVG. So, I thought I would provide an update in the form of a blog (of sorts.)

I decided to focus initially on the following aspects of ISXVG: events, commands, radar, and anything that runs while ISXVG is 'idle'. In other words, pretty much everything but TLOs and datatypes (members/methods.) Assuming I made no mistakes in these first hours of work, I have isolated the number of things I need to "rediscover" at 230. These pieces of information take between 5 minutes and one hour to discover....each.

I probably will not start on the "rediscovery phase" until I'm home at my computer. If I have more time while hanging around in my hotel room between activities, then I'll probably start work on isolating the remainder of what's left for TLOs and datatypes. I will probably prioritize them as well, starting first with ${Me}, then ${Pawn}, etc... with the lesser used TLOs and Datatypes at the lowest end of the priority.

There is a couple other things to remember as you read all of this and get excited. First, remember what I said about how long it takes me to update a single piece of information. Secondly, while offset "rediscovery" is, without a doubt, the major challenge of this latest VG update, everything I've said so far with regard to a timetable for a new ISXVG assumes that nothing else has changed.

So ...there you have it: your first update! It is not really good news or bad news, as it's still too early to tell how challenging it's really going to be. All I've done so far, really, is just reorganize ISXVG's code to help know what I'll actually need to do next week. It's a tedious job, and not really helpful as far as making ISXVG actually work, but absolutely necessary before I can go forward.

Finally, before I go, a bit of good news: we're all very lucky that I refused to go "the easy route" when Vanguard was released. Basically, due to how Vanguard was compiled, it was possible to actually do pretty much everything ISXVG does without any offsets at all: you could just get them right from the code by name! However, I told everyone that it was just a matter of time before SOE wised up and compiled it all together so that it wouldn't be possible to do this. So, I did all of ISXVG the "old-fashioned way". Of course, they're probably all still laughing since it took until August 2012 before SOE actually did it, but it did finally happen! And, let me tell you, if I had done it the 'easy way' ...you'd definitely be saying good-bye to ISXVG because then it would have taken almost a complete re-write of the extension to fix it ..lol. As it is, it's a lot of work, but mostly "investigative" type work...not, a complete re-write.
 
Re: ISXVG Status - August 7, 2012

Update: August 12, 2012

I spent some time the past few days here and there (probably about 5-6 hours total) working on the first phase of what might eventually be a working version of ISXVG. So, I thought I would provide an update in the form of a blog (of sorts.)

I decided to focus initially on the following aspects of ISXVG: events, commands, radar, and anything that runs while ISXVG is 'idle'. In other words, pretty much everything but TLOs and datatypes (members/methods.) Assuming I made no mistakes in these first hours of work, I have isolated the number of things I need to "rediscover" at 230. These pieces of information take between 5 minutes and one hour to discover....each.

I probably will not start on the "rediscovery phase" until I'm home at my computer. If I have more time while hanging around in my hotel room between activities, then I'll probably start work on isolating the remainder of what's left for TLOs and datatypes. I will probably prioritize them as well, starting first with ${Me}, then ${Pawn}, etc... with the lesser used TLOs and Datatypes at the lowest end of the priority.

There is a couple other things to remember as you read all of this and get excited. First, remember what I said about how long it takes me to update a single piece of information. Secondly, while offset "rediscovery" is, without a doubt, the major challenge of this latest VG update, everything I've said so far with regard to a timetable for a new ISXVG assumes that nothing else has changed.

So ...there you have it: your first update! It is not really good news or bad news, as it's still too early to tell how challenging it's really going to be. All I've done so far, really, is just reorganize ISXVG's code to help know what I'll actually need to do next week. It's a tedious job, and not really helpful as far as making ISXVG actually work, but absolutely necessary before I can go forward.

Finally, before I go, a bit of good news: we're all very lucky that I refused to go "the easy route" when Vanguard was released. Basically, due to how Vanguard was compiled, it was possible to actually do pretty much everything ISXVG does without any offsets at all: you could just get them right from the code by name! However, I told everyone that it was just a matter of time before SOE wised up and compiled it all together so that it wouldn't be possible to do this. So, I did all of ISXVG the "old-fashioned way". Of course, they're probably all still laughing since it took until August 2012 before SOE actually did it, but it did finally happen! And, let me tell you, if I had done it the 'easy way' ...you'd definitely be saying good-bye to ISXVG because then it would have taken almost a complete re-write of the extension to fix it ..lol. As it is, it's a lot of work, but mostly "investigative" type work...not, a complete re-write.
I am glad to hear this and also extremely glad that you are a pro and went the old school route and did it the "hard way" to start with! :D

I seriously take my hat off to you bud, these things are way beyond anything I am capable of (even though it interests me a lot) and I hope for everyone's sake, you are able to pull this off, again I want to throw it out there that I (and others) are willing to pay more for this product and your hard work to restore it to it's former glory. If you do not wish to increase the subscription maybe a donation button for us to show our support can be created?

I totally understand the amount of work involved and am willing to pay for it, supporting you and the product in the process. In the mean time, enjoy your holiday man!! stop posting and get back to relaxing ;)

We will be here waiting when you are ready to work on it again ;)
 

bowie

Senior Member
Just wanted to add my thanks to Amadeus for ISXVG over the years. I've just started playing it again and, if there's a working ISXVG, I'll be resubbing :)
 

Amadeus

The Maestro
Staff member
Update: August 16, 2012

I spent the last week working on reorganizing ISXVG code so that I could more easily determine what is required to make ISXVG function again. After a lot of tedious work (and assuming I made no mistakes), I think I can now determine exactly what I would need to do in order to bring basic functionality to ISXVG (i.e., most of what would be necessary for a 'combat' script.) This was an important step. It is like going from seeing a jigsaw puzzle box on the shelf ...to having opened it and actually knowing how many pieces there are you that you need to put together.

I did begin the process of actually working on ISXVG last night and tonight. In some ways it is going faster than I had thought it would; however, I am seeing some things along the way that lead me to believe that I will have a lot of things to "fix" once the extension is functioning. (To use another analogy, think of it as though I think I can get the car to start up and idle again easier than I had thought; but, it might take me a while to get it to actually move.)

Anyway, things are progressing and it doesn't look quite as overwhelming as last week. It's still a long way from finished; but, it is possible that I'll get lucky and things will move along more quickly in some areas.
 

evainefaye

Active Member
You can add me to the list of people who would love to see this fixed and who absolutely subscribe if so. Vanguard was my home for a couple of years after I finally hung up my robes in EQ1, when the game all but died, I settled into EQ2, where I've been for a while, but I would love to come back to Vanguard.

I've been eagerly watching the entire F2P conversion and was excited to try it out again. I was about to subscribe to eq2xvg, but was sad to see its currently broken.
 

Amadeus

The Maestro
Staff member
Update: August 18, 2012

I've spent a LOT of time on ISXVG the past few days and today finished the first pass of what would be required to have radar and all events (which is a lot more than you'd think!)

So, the first 'test' version of ISXVG is built and available for you to try. It is located at http://www.isxgames.com/isxvg/test.

Here is the list of things fixed so far:
- Radar
- All Events
- Commands (untested)
(Trying anything else (including all TLOs/Datatypes) will probably crash you.)

Please let me know if you find/notice any bugs related to events or the radar in IRC or on this thread.
 

Amadeus

The Maestro
Staff member
Update: August 19, 2012

I've uploaded another test version of ISXVG to https://www.isxgames.com/isxvg/test. It has a lot of updates!

Here are the things I've added since last update:
- I've enabled all TLOs (although, any TLO that returns a datatype that is not yet "updated" will not work properly.)
- I've updated the following datatypes and they are ready for testing: vg, isxvg, character, pawn, ability, item, targeteffect, effect, loot
Please note that if you try call a member of one of the 'updated' datatypes that returns an 'un-updated' datatype (i.e., crafting related object), then you may crash or get some other bad results.


For all of those that wanted to help, here is your chance: I need everything tested! I need every method/member of all of the 'updated' datatypes tested. (If you want to see the list of members/methods available, just type "lstype <NAME>" in the console. For example, "lstype character".)


Otherwise, here are the ISXVG patch notes thus far:
* Removed the following MEMBERS from the 'vg' datatype: Language, LanguageID, LanguageSubtypeID
* Removed the following MEMBERS from the 'character' datatype: EnduranceStr, EnergyStr, HealthStr, Weight, MaxWeight
* Fixed the MaxEnergy, MaxHealth, and Stat MEMBERS of the 'character' datatype
 
I hate to sound like a noob but what do we do with the .dll test file to get it to work with IS and ISXVG? I keep getting an "unable to run" message. Are we supposed to save it and replace an existing .dll?

Thanks
 

Amadeus

The Maestro
Staff member
Yes, you replace the ISXVG.dll on your computer with the one from the link I provided. It's about as straightforward as it can be.
 

shendrall

Member
Update: August 19, 2012

I've uploaded another test version of ISXVG to https://www.isxgames.com/isxvg/test. It has a lot of updates!

Here are the things I've added since last update:
- I've enabled all TLOs (although, any TLO that returns a datatype that is not yet "updated" will not work properly.)
- I've updated the following datatypes and they are ready for testing: vg, isxvg, character, pawn, ability, item, targeteffect, effect, loot
Please note that if you try call a member of one of the 'updated' datatypes that returns an 'un-updated' datatype (i.e., crafting related object), then you may crash or get some other bad results.


For all of those that wanted to help, here is your chance: I need everything tested! I need every method/member of all of the 'updated' datatypes tested. (If you want to see the list of members/methods available, just type "lstype <NAME>" in the console. For example, "lstype character".)


Otherwise, here are the ISXVG patch notes thus far:
* Removed the following MEMBERS from the 'vg' datatype: Language, LanguageID, LanguageSubtypeID
* Removed the following MEMBERS from the 'character' datatype: EnduranceStr, EnergyStr, HealthStr, Weight, MaxWeight
* Fixed the MaxEnergy, MaxHealth, and Stat MEMBERS of the 'character' datatype
Hi Amadeus

Setting up to do some testing this morning, I get "unknown command 'istype' " when I enter Istype into the console window. I have only worked with VGA add on prior to the update so need a list of the methods in ISXVG to help out.

Thanks
 

Amadeus

The Maestro
Staff member
Update: August 21, 2012

I've uploaded another test version of ISXVG to https://www.isxgames.com/isxvg/test.

This version has these additional datatypes now ready for testing: Form, Map, PoI, CombatNPC, Minion, RefiningRecipe, Refining, Complication, Correction, CraftingAction, CraftingStep, and CraftingStage.

That should include all of the crafting datatypes.

I should also point out that I'm double-checking everything as I go and making small fixes to several things that were probably broken prior to this patch (such as Form.IsReady.)
 

qwerty1111

Well-Known Member
Hey All,

Just getting back into the game after a break and miss my ISX. Amadeus - Glad see that you are reworking ISXVG. Let me know if there is anyway to help out with testing. I just downloaded the test version of the DLL, but have not had a chance to play around with it. With what you have seen, any idea on the impact to the scripts VGA, VGCRAFT...

Nex
 

Amadeus

The Maestro
Staff member
With how things are going right now, all of the scripts should work fine once I've finished all of the datatypes. I'm not seeing any changes that will require much, if any, rewriting of scripts.

The latest test version has all of the crafting datatypes ready for testing, so vgcraft should be OK to test. The next test version will have diplomacy for sure. More complex bots like VGA might require the entire extension enabled, which will still be a few days.
 

qwerty1111

Well-Known Member
I assumed they did not mess around with any naming convention. I will have to give vgcraft a try to night and do some other testing.
 

Amadeus

The Maestro
Staff member
Update: August 21, 2012

I've uploaded another test version of ISXVG to https://www.isxgames.com/isxvg/test.

This version has these additional datatypes now ready for testing: Parlay, ParlayCard, Group, GroupMember, EffectsManager, Dialog, DialogResponse, QuestJournal, QuestJournalEntry, CurrentDisplayedQuest, QuestRewardGroup, QuestReward

That should include all of the diplomacy datatypes.
 

mart1n

Active Member
Been trying a few scripts and VGA loads pretty well.. but noticed it crashes when you set on auto follow. diplo , kbot , vgcraftbot for me crashes instanly... I have no clue on how else to test... and on the crash report i cant seem to send it.. any other way i can help? I personally have no idea bout scripting....
 

maras

Active Member
VGCraft and Dip crash at loading/starting.

VGCraft Error message says it crashed during execution of
${setPath.FindSet[${Me.Chunk}](exists)}

Dip crashed at
${VGPathsDir.FileExists[${Me.Chunk}.xml]}
 
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Amadeus

The Maestro
Staff member
Make sure you read my updates carefully -- the "Chunk" datatype had not yet been updated. And, as I said in my postings, any datatype member or TLO that returns a datatype object that has not yet been updated will probably crash.

That being said, I did just update the test version at https://www.isxgames.com/isxvg/test to have the "Chunk" datatype updated. That should fix that particular crash.
 

mart1n

Active Member
Diplo is working normal went out and ran about 45 mins with no issue. VGcraft seems to work fine too. I only tested out the Recipe part, ran it for about 45 min. (ran a high lvl recipe) Kbot would start but would crash once u set up the waypoints and the mobs to kill.. Getting kinda late I will continue tomorrow.

Thanks Ama for the quick sweep.
 

Amadeus

The Maestro
Staff member
Update: August 22, 2012

I've uploaded another test version of ISXVG to https://www.isxgames.com/isxvg/test.

This version has these additional datatypes now ready for testing: CraftingTaskMaster, CraftingWorkOrder, TravelJournal, TravelJournalEntry, Merchant, RepairItem

I personally tested vgcraft and fixed all crashes that I could find. As far as I can tell, it's now working as it was prior to the patch! (I also updated a vgcraft script file on SVN to fix a small bug with the pause button.)
 

qwerty1111

Well-Known Member
Hey,

I tested vgcraft extensively this morning and it appears to be working well. My testing was across several different recipe type and levels.

Did a little testing with Dip and did have one crash related to the pathing to NPCs. I did not have time to try to duplicate the crash this morning, but I will do some more testing tonight.

Nex
 

maras

Active Member
VGCraft worked very well, semi automated and even full auto (incl. getting workorders, pathing between taskmaster/Utility vendor/crafting station).

Dip without pathing seems also running without any problems.

VG-BM and a self coded VG-Necro run smoothly as well.

Great work so far, Amadeus !
 

bowie

Senior Member
Well, my self-scripted semi-automatic combat script appears to be working :) Re the VGCraft, I just wanted to confirm something....When you say VGCraft should be working, do you mean the functionality should be working. I have tested VGCraft tonight and pathing, getting workorders, etc seem to be working; however, the actual crafting of a workorder seems borked. Level 9 Crafter (Blacksmithing) will collect easy workorders but fail them every time due to aborts of the recipe because it has run out of action points.

I just want to clarify if VGCraft works in principle or have others found it to work in all respects?

[EDIT] Should have pointed pout that this is using the default prog ratio / quality settings.
[EDIT] Blacksmithing seems to work..problem lies with Smelting!?!
[EDIT] I've also noticed that when in full auto mode, it will pick difficult work orders despite me unchecking same on interface.

This possibly belongs in the VGCraft feedback thread...only posting here due to the previous references made to the script.
 
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Amadeus

The Maestro
Staff member
It may be that there is something small somewhere related to vgcraft that isn't working properly. We'll need to narrow it down a bit more to figure out exactly what it might be.
 
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