That behavior might take longer to work out, since I'm not going to have 2 hours to devote to testing at this particular time.Also seems like after about two hours it will just sit there and mine with its ore hold full, I gave it 6 hours to see if it would stop doing this but it doesn't. This happened several times yesterday.
I don't receive any money from your subscription to ISXGames and my bot is listed specifically as beta testing only right now as I do not have the time to continue development on it. Things will be changing in the future, but I can't give a timeline as to when it will be updated. I'm sorry if you feel you have wasted your $12, but there is an open source bot that is available for you to tinker with and make it do what you want for your set up.I talked to you on irc last week and you said to lower the ore hold percent and that would prevent the bot from mining endlessly, I have tried from %100 ore hold all the way down to %10 and it still will mine endlessly with its ore hold full, sometimes it will work for a few hours and other times 30 minutes then it just starts mining with its ore hold full. Don't get me wrong this bot has a lot of potential but when I read through this thread and you don't respond to people for two months that tells me that you don't really care so much about this project, I see that you have time to respond to people on other parts of this forum but not in your own. For now I cannot recommend anyone reading this to try this bot until the actual mining works properly. Until it is fixed I will cancel my sub to isx as well.
I am actually working on that right now. I have been for the past 3 weeks. I believe I have fixed everything that was reported in this thread and I'm almost finished with the bugs reported on the forge reporting system.So i managed to get it working now just need some help on how to get the orca to loot the jet cans ty muchly
Mining drones are not yet supported in the public version. I have them working in my private test version that will be released shortly. The not creating a fleet is a bug as well that has been fixed on my private test version and will be available with the next patch. For now, create your fleet before loading AstroBot.Hello everyone, I'm new here I'm testing AstroBot and mining only with a Mackinaw is perfect, the problem is when you try with an Orca first off do not locate the drones of mineo only of combat and it is impossible to undermine, not creates second fleet always says that is not on the list when if this. I would like to know if anyone has succeeded the mining with Orca to create fleet. Thank you and I hope answers.Sorry, my english is spanish and my english is very bad.
You can ignore it for now. It won't affect any of the functionality of AstroBot. it's used for the data export and right now, I'm supplying the most up to date export for you.OgrePatcher (ISXBJEVE): File completed: C:\Program Files (x86)\InnerSpace/Scripts/BJScripts/EVE/EVE_Data_Dump_Converter/Source_File/EVE_DATA_DUMP.sqlite3.ogrepatcher
OgrePatcher (ISXBJEVE): Failed to hash ( C:\Program Files (x86)\InnerSpace/Scripts/BJScripts/EVE/EVE_Data_Dump_Converter/Source_File/EVE_DATA_DUMP.sqlite3.ogrepatcher ).
Patching for ISXBJEVE is now complete.
Reinstalled -everything- and still giving me this error. :/
Yes, I can add something to rename the can after it is finished being used. It doesn't use a can until it is full though. Each time, it will jettison a new can.Hi mate, great script but is there a way for us to name cans/rename cans? EG, when first jetting, the ability to name it, then, when finished putting things in the can, rename it to something else? EG Char1 -> Char1 FULL, Char2 -> Char2Full?
With version Version 1.006 you will be able to choose to rename your jetcan.Hi mate, great script but is there a way for us to name cans/rename cans? EG, when first jetting, the ability to name it, then, when finished putting things in the can, rename it to something else? EG Char1 -> Char1 FULL, Char2 -> Char2Full?
It's just the way I have it coded. Could you fully describe how you want it to work, as well as, what kind of ship setup you are using (how many of what)? For my particular setup, the cans aren't in space very long before they are collected so I don't see it as suspicious.Hey mate, is there a reason that it can't use that Jetcan until it is full, rather than jetting it every time you fill up? (Looks a lot less suspect to be doing that.)
Does this mean that you wouldn't be using a botted hauler? You want an option to be able to fit in to non-botted mining ops?Ship warps to fleet, mines -> jetisons ore from first cycle -> renames the can to CHARNAME-1 -> continues filling CHARNAME-1 -> changes CHARNAME-1 to CHARNAME-1FULL -> jetisons next ore as CHARNAME-2 -> repeats previous steps. As well as a log, of sorts, that would tell you how much of what ore was in each container (as in, say can1 had 10k veld, 10k pyro, can2 had 15k veld, 5k pyro). Gives aspiring setups that use pre-existing fleets/mining ops a way to take advantage of mining ops.
Thanks for your feedback. I will keep all of this in mind when I write the ratting routine, but as of right now I am still focusing on mining and hauling tasks. I will not move to a new task until I feel that those 2 are 99% where I want them to be.Hello, is there anyway to setup the bot to do specific sites (Forsaken hub) to rat in?
I'm thinking the following as an easy entry with a Vexor Navy Issue (VNI) or similar:
After all MTU's are placed(configured or checked by code) switch ship to a hauler/salvager and clean up.
- Warp to a site (type of your choosing)
- Drop MTU
- Drop drones
- Activate modules
- Orbit MTU at 30k
- Lock up the smallest ship types first and engage them with weapons and drones
- Bookmark MTU
- Check local for Neutrals and hostiles, if found: Stop ship and AfterBurner/MWD, return drones to dronebay, align to pickup station, after collecting drones dock up until local is clear. Finish site from step 3.
- At specified shield % dock/warp to station for repairs, return to site and finish it.
Move MTU from hauler to Ratting ship, rest of loot into hangar and stack it.
Awesome, I'm only asking as I see this as something easy to implement within the AFK ratting scheme of things. I do this on and off now manually and it doesn't take too much effort beside a few clicks here and there, but having it automated and on several toons at once could be really cool. Less chance of ganks too as them hostiles usually go to the mining sites right away.Thanks for your feedback. I will keep all of this in mind when I write the ratting routine, but as of right now I am still focusing on mining and hauling tasks. I will not move to a new task until I feel that those 2 are 99% where I want them to be.
Patch again on IS1. I forgot to include a reference file on the patcher. I've since added it. In the future, any anoms types that I've missed can have the message copied and pasted like you just did and I can add them to the reference file.Getting an error on anomaly "NAVIGATION DEBUG: Error determining anomaly type. Dungeon Name: [Large Asteroid Cluster] Any ideas on how I can make it warp to the anoms?
Oh okay thanks bj, there were several so I will post those if they pop up again.Patch again on IS1. I forgot to include a reference file on the patcher. I've since added it. In the future, any anoms types that I've missed can have the message copied and pasted like you just did and I can add them to the reference file.
Thanks, I will add those to the reference file.Okay the combat sites are showing up now but its still saying it for these 3:
NAVIGATION DEBUG: Error determining anomaly type. Dungeon Name: [Small Asteroid Cluster]
NAVIGATION DEBUG: Error determining anomaly type. Dungeon Name: [Medium Asteroid Cluster]
NAVIGATION DEBUG: Error determining anomaly type. Dungeon Name: [Large Asteroid Cluster]
I went ahead and added these 3 to the reference file on my end.
On the Flee Page, you can configure it to watch for standings below a threshold you set (0 = Neutral, -5, -10 = reds).Also will the bot watch for neuts in system or reds?
I'm still working on combat in general. Thanks for the bug report. Combat will be eventually smoothed out after I make a few more changes to other routines.Another bug update, it seems the combat drones only work on one target, it will launch launch and kill one target then recall them and then relaunch and start to move towards second target then they get recalled halfway through going to the second target, it seems it just endlessly loops doing that. Debug comes up with this:
MODULE ACTIVATION DEBUG: Changing active target to the target assigned to this module.
If your system isn't too busy, you can use BJ Intel.Oh okay awesome thanks bj, I just wanted to make sure that 0 was the number to set it to. I will be using the bot more or less for watching local until the combat gets sorted out. I will be the ultimate lazy miner lol.
Your parts in red, I have responded to in green.So, first and foremost, great job.. I'd pay for it.
I've a feeling we'll go back and forth on this so I'll try and stay high level, especially since I don't have a strong understanding of the logic at play.
Watching the debug output, it seems like a lot of states could be saved, instead of constantly checked, and tripped if necessary.
By maintaining these states, you could cut down on a lot of overhead (it seems). This may help prevent the following issue I'm seeing..
- Am I in an asteroid belt? If yes, this flag/bool shouldn't change until a warp is triggered.
- Am I in a station? If yes, my only options should be to undock/unload cargo.
- - If undock is triggered, inAsteroidBelt == False (cause we've just undocked)
- Fleet check should only occur if in space. If fleet == true, is fleet on grid? If no, warp - withFleet now is true.
There's a disconnect somewhere, something gets mixed up and a breakdown occurs; whether a dock/undock loop happens, drones get deployed/called back, etc. Hauling works, sometimes? I just find that I'm reloading the bot.. a lot. The only time this absolutely isn't necessary is Solo - High Sec (no npcs).
I believe that I have fixed all of these issues. Would you be able to confirm?
I'd be happy to run output logs and highlight these instances.
These should be fixed as well. Survey scanner does NOT need to be in the module list.
- If target is too far to lock, ship will fly partial distance then come to a stop, failing it's objective. Put loop in place to check that mining target is in distance and locked?
- Mixed drone types do not appear to work - if I have mining active, on combat, miners are called back in but instead of deploying combat, miners are redeployed - and this loops.
- Undock/dock sequence seems to loop once before re-engaging normal logic.
- Sometimes post-undock, it takes a while before realizing it should warp to belt X.
- Survey Scanner does not appear to be in use? It adheres to selective focus, but does not choose based on quantity.
- - Should 'Use Survey Scanner' be checked, and not used in the module list?
This has been implemented recently. It doesn't 100% work though, and I believe it to be a game bug.
- Orbit mining target - this makes warping on top of an idle miner that much more difficult.
- Add particular random intervals to actions to prevent easy to identify 'bot activities'.
- - Distance to target, randomize in-system navigation, etc.
- Utilize salvage drones.
- Force combat drones to be aggressive (CTRL+F by default) and lock targets without waiting to be told or catching enemy agro.
- When bookmarks is implemented, allow distinguishment between 'Station/Mining/Combat'
- When ratting is instantiated, a salvaging protocol should be put in place - bookmark, dock, switch ship, undock, warp & salvage -> next.
- Consider a 'guard' for fleet mode - which if miner Y is in combat, guard A warps to Y.
- - I realize there is the call for assistance/receive call - but does it work? (said respectfully).
You can ask for my current XML profiles, but honestly, the only one that I found to work without a hitch is High-Sec Solo. I can offer XML 'loadouts' when I run into issues.. but there isn't one specific setup I could offer.
I really enjoy playing EVE but I just don't have the time - this is my perfect solution.. so if I can be of any help, please please, let me know.
Thanks in advance.
What do you mean by combat drones fixed?Hey bj had a few questions, did you manage to get the combat drones fixed? Also does the bot detect a dread spawn?
When the combat drones are deployed it will attack it's first target then recall and relaunch and do that in an endless loop ignoring all other targets. The dread spawns in any of the standard belts in null and also in the anom belts in null, not sure about low sec. If a dread is detected the bot should dock then blacklist that belt then move on to the next belt, if it warps in again then repeat and blacklist that belt till you get to the point of if there are no belts left because of a dread warping around the bot should stay docked up.What do you mean by combat drones fixed?
It does not detect any specific types of NPCs at the moment. What should it do if it detects a dread spawn and where are dread spawns found?
Okay. So, I believe the combat drones issue has been fixed. I will look into avoiding Dread spawns if you can go to the forge and feature request it. Forge uses your ISXGames login info. http://forge.isxgames.com/projects/astrobot/issuesWhen the combat drones are deployed it will attack it's first target then recall and relaunch and do that in an endless loop ignoring all other targets. The dread spawns in any of the standard belts in null and also in the anom belts in null, not sure about low sec. If a dread is detected the bot should dock then blacklist that belt then move on to the next belt, if it warps in again then repeat and blacklist that belt till you get to the point of if there are no belts left because of a dread warping around the bot should stay docked up.
Okay thanks bj I will get to testing this in a few days as far as the drones go, I went ahead and posted the Dread spawn on the forge. If you have any questions on that note just let me know.Okay. So, I believe the combat drones issue has been fixed. I will look into avoiding Dread spawns if you can go to the forge and feature request it. Forge uses your ISXGames login info. http://forge.isxgames.com/projects/astrobot/issues
Turn on debug and write to file. Then let it do it's thing. Debug find are saved in /Save/Debug/. Email me the logs email@example.com .hey when i have aa full ore hold in the orca and it goes back to station to drop the ore off it seems the get stuck in a loop where it wont unload the ore and just keep undocking and then docking up does anyone have any ideas why. Im not sure where the log files are so i carnt put a copy of it on here
There isn't a self installer yet. Use the DLL from the first post of this thread.Hi bjcasey,
how can i download the self extracting setup file? I made an account on your site but i receive every time the following error: Unauthorized access to downloads!
Can you help me with this?