Isxbjeve - Astro Bot Open Beta

bjcasey

ISX Specialist
So in your hislots it's Modulated Strip Miners, midslot is a scanner, what's in the loslot?
 

JohnnyORG

New Member
did not understand that the modules you need to specify exactly)

[Retriever]
Mining Laser Upgrade II
Mining Laser Upgrade II
Mining Laser Upgrade II

Survey Scanner II

Strip Miner I
Strip Miner I

Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Medium Processor Overclocking Unit I



Warrior I x5
 

JohnnyORG

New Member
Log

10:18:54: HiSlot2: SlotName: HiSlot1
10:18:54: HiSlot2: ModuleName: Modulated Strip Miner II


10:18:54: MedSlot9: SlotName: MedSlot0
10:18:54: MedSlot9: ModuleName: Survey Scanner II

10:18:54: LoSlot18: SlotName: LoSlot1
10:18:54: LoSlot18: ModuleName: Mining Laser Upgrade II

[Retriever]
Mining Laser Upgrade II
Mining Laser Upgrade II
Mining Laser Upgrade II

Survey Scanner II

Modulated Strip Miner II
Modulated Strip Miner II

Medium Low Friction Nozzle Joints I
Medium Low Friction Nozzle Joints I
Medium Processor Overclocking Unit I



Warrior I x5
 

bjcasey

ISX Specialist
Okay guys. I will have time to log in and check things on Wednesday. I'll give you an update then.
 
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.
 

bjcasey

ISX Specialist
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.
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.
 
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.
Well today it took about 4 hours for it to happen, just set the miner to run and just let it run and you should get the same result.
 
In the console it shows when the miner keeps mining with it's ore hold full, it says starting to wait for action then starts mining then says finished approach, it seems when it does that it does not warp back to station with the ore hold full, it just keeps mining. When it does work it says started waiting for action then when it get's to the mining spot it says finished waiting for approach.
 

Kyle Smith

New Member
Hey for some reason my hislots are not showing up in the module tab shows all others apart from the strip miners! Any help appricated
 
Just as a heads up it's still doing what I previously described. Is there any news on getting this fixed? It's been nearly a month.
 

dcom0311

New Member
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.
 

bjcasey

ISX Specialist
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 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.
 

Kyle Smith

New Member
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
 
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bjcasey

ISX Specialist
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
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.

No ETA as I am trying to beat my deadline of my baby arriving. :)

You can see everything I have changed here: https://www.bjscripts.com/mediawiki...ion_History_for_ISXBJEVE#In_Development_Items
 

bjcasey

ISX Specialist
I've added a link to a test build to the first post. Copy/Paste the new dll into your ISXDK35 folder and let me know what you think.
 

bjcasey

ISX Specialist
If anyone could provide some feedback on Patch # 18, I would appreciate it. I'd like to push it out to live very soon.
 

Dudu

New Member
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.
 

bjcasey

ISX Specialist
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.
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.
 

bjcasey

ISX Specialist
Patch # 18 - Release Date: 2017.06.04 is now available through the patcher (linked in the first post of this thread).

Patch notes can be located here: https://www.bjscripts.com/mediawiki...BJEVE#ISXBJEVE_-_2017.06.04.2C_Patch_.23_18_2

Highlights:

*Mining Drone Support
*Mining Anom Support
*Hauler Citadel Drop-off Support

Next On My List of Updates:

*Hauler routine improvements (post your wants and needs in this thread)
*Command Burst support through a re-write of the EVE Data Dump Converter script to make it compatible with turning off command bursts before docking, reloading or using a warp gate.
 

Raveth

New Member
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. :/
 

bjcasey

ISX Specialist
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. :/
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.
 

Raveth

New Member
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?
 

bjcasey

ISX Specialist
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?
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.
 

bjcasey

ISX Specialist
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.
 

bjcasey

ISX Specialist
New version is available. Highlights are below:

Astro Bot-2017.06.16,Version 1.005

  • Mining - You may now choose 1 target to approach at a user defined distance. This is useful if you want to get closer to an asteroid when using mining drones.
  • Mining - Added an additional drop-off option: NONE
    • This will do nothing when you reach your inventory full threshold.
  • Looting - You may now move in order to loot a container. There is a checkbox to disable moving when looting.
  • Combat - Corrected a bug that would prevent AstroBot from recognizing that all hostiles (in the combat queue) had been destroyed when the targets were added via a fleet member's call for help and you do not have a combat target configured.
  • Hauling - You can now select a pickup method of Cycle Navigation Route.
    • This pickup method will utilize a navigation route and check for jetcans that can be looted to be present. When no lootable jetcans are available on the grid, it will warp to the next destination in the navigation route.
  • Jetcan Permissions will now automatically approve a jetcan 20 seconds after the first request for permission. This should correct the bug where a miner will not recognize a jetcan as their own.
  • Opening a jetcan in order to transfer ore to it will now timeout after 5 seconds.
 

Raveth

New Member
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.)
 

bjcasey

ISX Specialist
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.)
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.

Thanks!
 

Raveth

New Member
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.
 

bjcasey

ISX Specialist
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.
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?

I'm going to add this to my feature request section, but it may take a while to implement as it goes against everything that I've recently coded for jetcans.
 

Raveth

New Member
That would be correct, it's more so for people starting their bot farm up that don't have a shitload of dosh to use to get it set up.
 

bjcasey

ISX Specialist
New version available through the patcher. Highlights below:

Astro Bot-2017.06.24,Version 1.006

  • Mining Page - You can now choose to give your jetcan a unique name each time it is created.
  • Modules Page - Added an additional page to provide space for more module related options.
    • Modules Page 2 - This page can be used to assign a specific ammo to a specific module. AstroBot will use this assigned information when reloading modules.
  • Modules Page - Colour coded the assigned modules in order to be able to double click an assigned module to disable it in AstroBot. Green = AlwaysOn, Yellow = NonCombatOnly, Red = CombatOnly, Grey = Disabled
  • Modules - AstroBot now knows how to handle modules that will prevent you from docking or using a stargate while active. It will deactivate these modules and prevent them from being activated while docking or using autopilot to warp through a stargate.
  • Modules - AstroBot will now automatically turn off auto-repeat and auto-reload when started. This option is necessary to ensure that AstroBot knows when you need to reload.
  • Modules - AstroBot can now reload modules with a specific type of ammo that has been assigned on Modules Page 2.
  • Inventory - AstroBot will now compare the total volume of an item to the remaining space of the destination cargo hold before transferring an item.
EVE DATA DUMP CONVERTER

  • Large update to how it exports module information. It is now much more efficient and less time intensive.
  • Expanded the information available to modules to better support command burst modules.
    • You MUST re-export the modules information for this to take effect.
 

bjcasey

ISX Specialist
New version available through the patcher. Highlights below:

Astro Bot-2017.07.04,Version 1.008


  • Hauling Role
    • Added a new pickup option: When Requested (Fleet Hangar). This option will wait in a station until a miner requests a pickup. The hauler will undock and navigate to the miner. When on grid with the miner, the hauler will slowboat to within 2500m. Once the hauler is within range, the miner will open the hauler's fleet hangar and transfer it's ore. If enabled, when the hauler runs out of requests for pickup it will either stay on grid or return to the drop off destination.
    • For safety reasons, when the hauler has run out of requests for pickup and there are no fleet members on grid, it will return to the drop off destination.
  • Mining Role
    • Added a new On Inventory Full option: Request Transfer to Fleet Hangar. See the hauler notes above for When Requested (Fleet Hangar) for how this option functions.
      • Added the option to move to the fleet hangar owner when they are on grid with you.
    • Reduced the timeout period for waiting for a full inventory from 60 seconds to 30 seconds.
    • Miners should begin to approach their mining target much faster than previously if the approach target option is enabled.
    • Added the option to use mining crystals instead of just assuming that you want to use mining crystals.
    • Added all losec and nullsec asteroid types to the reference list for mining crystals. AstroBot should now support mining crystal use in losec and nullsec.
    • Added the option to short cycle mining lasers around halfway through their cycle time.
  • Attempted to optimize each of the support scripts to improve frames per second (FPS). So far, I have seen an increase of about 10-15 FPS per session. I will continue to optimize the code with each update until I am happy with the amount of FPS loss.
  • AstroBot will no longer attempt to reconnect to lost drones if the ship does not have a drone bay.
  • AstroBot will now shut down if you are in space and in a capsule. This should prevent it from trying to continue to function if you lose your ship. An error message will be sent to the console and the debug critical error log file.
  • AstroBot will now shut down when the server comes down or if you lose connection to the server. An error message will be sent to the console and the debug critical error log file.
  • AstroBot will now warp directly to a fleet member when possible (e.g. It is warping to a destination to meet up with a fleet member.). General warping will continue to function as it always has.
Mercurius Bot-2017.07.04,Version 1.001

  • Amadeus has fixed the bug related to placing sell orders!
 

bjcasey

ISX Specialist
New version available through the patcher. Highlights below:

Astro Bot-2017.07.05,Version 1.010

  • Continued code optimization to reduce the amount of FPS loss.
    • When undocking, I am getting 25 FPS higher after the first 5 seconds. Previously, it would take up to 90 seconds before the FPS would jump.
  • When accepting a fleet invite, AstroBot will now automatically minimize the fleet window.
  • Miner Pausing Bug - FIXED! When using a mining foreman, miner's will no longer use their navigation route list length to determine when they should pause the bot due to finishing their list.
  • Hauler Flying Off Into Space After Undock Bug - FIXED! Haulers should no longer fly longingly into space after undocking, ignoring everything. The wait for approach to complete is now toggled off when you enter/leave warp, dock/undock and at the start of processing a new pilot for when requested pickup.
 
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bjcasey

ISX Specialist
New version available through the patcher. Highlights below:

Astro Bot-2017.07.06,Version 1.011

  • Mining Role - When a mining foreman is also a miner, they will no longer assign themselves the same target as another miner.
  • Mining Role - Mining foremen who are also miners will now include themselves in the number of miners count.
  • EVE Game Bug: Fleet Hangar Size Work Around - When accessing another pilot's fleet hangar, AstroBot will ask the fleet hangar owner how much capacity they have remaining.
  • Inventory - When transferring items, AstroBot will now calculate and reduce the quantity of a stack when required in order to meet the remaining capacity of the destination container.
  • Settings Page - Added an option to return to a specific station or citadel within a variable time before server downtime.
  • Admin Page 2 - Added an easier way to add pilots/characters to your authorized list.
 

Fuzzy

Well-Known Member
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:
  1. Warp to a site (type of your choosing)
  2. Drop MTU
  3. Drop drones
  4. Activate modules
  5. Orbit MTU at 30k
  6. Lock up the smallest ship types first and engage them with weapons and drones
  7. Bookmark MTU
  8. 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.
  9. At specified shield % dock/warp to station for repairs, return to site and finish it.
After all MTU's are placed(configured or checked by code) switch ship to a hauler/salvager and clean up.
Move MTU from hauler to Ratting ship, rest of loot into hangar and stack it.
 

bjcasey

ISX Specialist
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:
  1. Warp to a site (type of your choosing)
  2. Drop MTU
  3. Drop drones
  4. Activate modules
  5. Orbit MTU at 30k
  6. Lock up the smallest ship types first and engage them with weapons and drones
  7. Bookmark MTU
  8. 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.
  9. At specified shield % dock/warp to station for repairs, return to site and finish it.
After all MTU's are placed(configured or checked by code) switch ship to a hauler/salvager and clean up.
Move MTU from hauler to Ratting ship, rest of loot into hangar and stack it.
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.
 

Fuzzy

Well-Known Member
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.
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.

I do totally understand your position though and what you said here. Thanks for the quick response! :D
 

bjcasey

ISX Specialist
New version available through the patcher. Highlights below:
Astro Bot-2017.07.09,Version 1.012
  • Corrected a bug that would not dock up correctly when server downtime was approaching.
  • Mining Foremen will now direct their miners where to navigate to by sharing their own navigation information instead of iterating through the navigation route. This should keep everyone together more reliably.
  • Inventory - When transferring quantities of items that are less than a full stack due to the destination container not having enough space for a full stack, AstroBot will reduce the quantity by 5 to ensure that it successfully transfers the item.
  • Flee - Every time AstroBot flees it will now log the reason why to the debug file.
  • Flee - AstroBot is now more specific in the console and log file as to why it is fleeing, including the listing of any pilot names.
  • Flee - The Non-Whitelist and Ship Group counters will now reset properly after resuming.
  • Navigation - When the navigation route is complete, you can now choose from the following actions to take:
    • Dock and Pause - Will dock at the designated station and then pause AstroBot.
    • Loop Route - This will loop the navigation route and start from the top.
    • Pause Bot - This will pause AstroBot.
    • Shut Down Game - This will shut down EVE.
  • Another sweep of the code to optimize for FPS. I'm seeing a jump between 10-20 FPS this time. Most sessions are now running between 20-30 when in the foreground and around 15 when in the background.
Next patch is going to take a bit longer. I'll be starting the ammo/drone restocking routine and expect it to take a while to ensure proper testing.
 

Agro

New Member
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.
  • 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.
  • etc
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..

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'd be happy to run output logs and highlight these instances.

Bugs:
  • 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?
Feature/Enhancements:
  • 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.
 

bjcasey

ISX Specialist
Thank you very much for your detailed feedback Agro. It'll take me a bit to work through it all, but you bring up some very good points.
 
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?
 
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bjcasey

ISX Specialist
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?
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.
 
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.
Oh okay thanks bj, there were several so I will post those if they pop up again.
 
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.

Also will the bot watch for neuts in system or reds?
 
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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.
 

bjcasey

ISX Specialist
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.
Thanks, I will add those to the reference file.

Also will the bot watch for neuts in system or reds?
On the Flee Page, you can configure it to watch for standings below a threshold you set (0 = Neutral, -5, -10 = reds).

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.
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.
 
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.
 

bjcasey

ISX Specialist
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.
If your system isn't too busy, you can use BJ Intel.
 

Kyle Smith

New Member
hey ive been away from eve for a while and just coming back can you use this for an afk orca to mine or is it still better just to use a mining ship ty
 

bjcasey

ISX Specialist
hey ive been away from eve for a while and just coming back can you use this for an afk orca to mine or is it still better just to use a mining ship ty
Welcome back! You can use an orca to mine if you want, or you can use a mining ship. It's completely up to you.
 

Kyle Smith

New Member
nice i have it working on my orca just a quick question how do i get it to stay a certain distance from the roid im mining and then move to the next
 

bjcasey

ISX Specialist
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.
  • 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.
  • etc
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..

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.

Bugs:
  • 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?
These should be fixed as well. Survey scanner does NOT need to be in the module list.

Feature/Enhancements:
  • 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).
This has been implemented recently. It doesn't 100% work though, and I believe it to be a game bug.

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.
Your parts in red, I have responded to in green.
 

bjcasey

ISX Specialist
Hey bj had a few questions, did you manage to get the combat drones fixed? Also does the bot detect a dread spawn?
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?
 
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?
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.
 

bjcasey

ISX Specialist
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.
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
 
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
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.
 

Kyle Smith

New Member
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
 

bjcasey

ISX Specialist
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
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 bjcasey@bjscripts.com .
 

helldarth

Member
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?

Thx
 

bjcasey

ISX Specialist
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?

Thx
There isn't a self installer yet. Use the DLL from the first post of this thread.
 
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