Ogre Harvest Beta available on SVN

bjcasey

ISX Specialist
Used it for about 4 hours in CL. Worked wonderfully.

BUG: Wasn't registering having collected something from any of the fishing nodes in CL. It had no problem detecting them and harvesting from them, but the stats page didn't reflect that it had harvested from the node.
 

Kannkor

Ogre
I can say, I personally have never fished..

Can you give me the exact name of the items you got from fishing, and the exact name of the nodes and I can ensure they work
 
Shrubs not working in TT

The shrubs in TT aren't working did a manual fix to make it work but thought I would let you know. Your doing a awesome job keep up the great work :D

You have:
<!-- exp02_rgn_realm_of_twilight -->
Some Code

<Setting Name="Withered Shrubbery" Type="Shrub" MinSkill="250" MaxSkill="350" Tier="7">Withered Shrubbery</Setting>

Should Be:
<!-- exp02_rgn_realm_of_twilight -->
Some Code

<Setting Name="Breeze Leaf Foliage" Type="Shrub" MinSkill="250" MaxSkill="350" Tier="7">Breeze Leaf Foliage</Setting>

Thanks
 
Nektulos Forest

Nektulos Forest

"Eventide Stone" has a "s" on the end and it should be just plain Eventide Stone thanks again.
 

damx324

Active Member
Observations:
- in 3rd person it appears the character run backwards was this intended?
-the stat window doesnt appear to track fishing node harvest, there is a spot for it but the data doesnt update (already posted above sorry for dupe)http://eq2.eqtraders.com/articles/article_page.php?article=g23&menustr=040000000000
has listing with exact name for fishing items
-for fishing node you can harvest them from further away then normal nodes; sometimes the pather will get hung up while trying to get as close to these nodes as the rest; which then causes the NULL waypoint message, or the stuck character message, in console and the script to break
 
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Fishing Work Around

-for fishing node you can harvest them from further away then normal nodes; sometimes the pather will get hung up while trying to get as close to these nodes as the rest; which then causes the NULL waypoint message, or the stuck character message, in console and the script to break
I've had that problem to but resolved it but using a Gnomish Floatation Device which is a tinker item but you don't have to be a tinker to use it. The Gnomish Flotation Device makes you sink to the bottom like a shawman water breathing.


Thanks
 

MrObvious

Senior Member
Can you add an option to quit Ogre Map without saving on exit? I occasionally mess up and do things like jump off a cliff while Ogre Map is running and would like to just quit.
 

wired203

Active Member
endscript ogre map in the console should exit it, haven't checked to see if his save routine is part of the exit routine of the script though.
 

mycroft

Script Author: MyPrices
It may be a step backwards , but is there any chance of a small UI being added to this , even if it's just a 'press this button to start this 'sub-script' type of thing.

And the exit without saving pather thing...yes please , can it be coded in.
 

Aimec

Member
T9 Harvesting

I am having trouble harvesting T9 stuff. I am getting the error saying (not a recognized harvest) when I try to harvest from Toxxulia root culm in Sundered Frontire. The Item is bamboo shoot.
 

Kannkor

Ogre
New option to close the mapper without saving is updated.

For tier 9, pretty sure I don't have a list of nodes. I don't harvest at all (oddly enough.. I made a harvest bot just to see if I could). So I need the node names. If it is harvesting them but giving you that error, it just means it doesn't recognize it because it's not in the resource list (which I think all raws are, but rares aren't).

So.. need the name of all resources you wish to harvest for Tier 9 that aren't working.
 

fryfrog

Well-Known Member
How about an auto-save and/or a save button for ogre map? On my first attempt, I accidentally zoned and lost all my work :(
 

Kannkor

Ogre
How about an auto-save and/or a save button for ogre map? On my first attempt, I accidentally zoned and lost all my work :(
That shouldn't be possible. It does auto-save if you zone. I'll give it a test here and see what happens..
 

fryfrog

Well-Known Member
I was in Everfrost making my first test map of doom, so I decided to go all over the place havesting. I found a door I'd never been to and regretfully clicked it, when I zoned the script ended/exited, and when I zoned back in and ran "run ogre map" I had 0 points on the map.

It isn't a huge deal, now I just save and exit occasionally.

Also, great job. It is a fantastic harvester, I love the theory behind the mapping strategy and it did fantasticly in EF.
 

fryfrog

Well-Known Member
Do you plan on taking map submissions?

Is there any standardization you'd suggest for creating maps? (besides the guide above)

My one standardization suggestion is to have all the major zones marked with a valid path to them, so that harvesting can be started anywhere. Optional might be minor zones.

A path from the graveyard might be a good standard too, but death while harvesting sort of implies you were AFKing.
 

Kannkor

Ogre
Do you plan on taking map submissions?

Is there any standardization you'd suggest for creating maps? (besides the guide above)

My one standardization suggestion is to have all the major zones marked with a valid path to them, so that harvesting can be started anywhere. Optional might be minor zones.

A path from the graveyard might be a good standard too, but death while harvesting sort of implies you were AFKing.
Sure, we can take map submissions. Obviously use others maps at your own risk etc..

Here would be my suggestion for creating maps.

I personally start mapping as soon as I enter the zone, as you said, so you can start the harvest bot as soon as you log in.
Keep the custom points simple.
For example: If you were creating a map in Antonica just north of the Druid rings and you made 4 points. Name them something like the following:
NorthOfDruidRings1
NorthOfDruidRings2
NorthOfDruidRings3
NorthOfDruidRings4

That way if you have a second path, lets say near South Qeynos zone, you could have:
SQ1
SQ2
SQ3
SQ4

The original idea was to have shared maps, but with how easy it is to go to a zone, start the mapper, set harvest to roam and let it auto-map.. I didn't worry too much about sharing maps.
 
T9 Harvest

All items are capitals and lower case per in game.

The Sundered Frontier
Ore: an infused deposit
Gems: a molten formation
Wood: Toxxulia timber
Roots: a Toxxulia root culm
Dens: a craggy lair
Shrubs: a perennial shrub
Fish: school of tiny fish

The Stonebrunt Highlands
Ore: an infused deposit
Gems: a molten formation
Wood: Toxxulia timber
Roots: a Toxxulia root culm
Dens: a craggy lair
Shrubs: a perennial shrub
Fish: school of tiny fish

Product
Ore: titanium ore
Gems: amber / quicksilver
Wood: sumac lumber
Roots: bamboo shoot
Dens: mottled pelt
Shrubs: seahorse roe / Marr cherry / lapsang tea leaf / kejekan palmfruit /
caynar nut
Fish: giant octopus meat

Rares
Ore: brellium ore
Gems: ulteran diamond / kaborite cluster
Wood: eucalyptus lumber
Roots: toxnettle root
Dens: spotted pelt
Shrubs: toxnettle root
Fish:

the new smoldering material: ethereal material

Thanks for all your hard work.
 

Kannkor

Ogre
Dawsonbrad - Added and updated SVN with the list. Please try and report if any are not working.

Thank you for the information.
 

khaoticz

Member
Hey... I just feel like this is a dumb question before i even ask it. I've mapped a path to harvest in Sundered Frontier before. I went there to harvest again last night, brought the mapper up and nearly everything is saying NULL. Like number of points etc.. Ogremap and Ogreharvest will load perfectly fine, but ogre map just doesnt read the points? So even when i turn ogreharvest on, it just sits there.

I can go to a different zone, and everything works fine. Can anyone give me any ideas? Is there something i need to delete to maybe make it start working again? If so can you give me the DIR, im still getting used to this. Thanks
 

Kannkor

Ogre
Are you using eq2bot? It current will still destroy the Navigation structure. If you were NOT using eq2bot I'm not sure.
If you want to delete your zone file you can and make a new map. It is located: eq2ogrecommon/zonefiles/
It uses the full in-game zone as the file name.
 

Deugar

Active Member
run ogre hireg

Which UI does this work with? I am running profit still and it seems not to work.
run ogre hire works fine.

Is there a way to 'run ogre depot' after it sends out the hirelings and before camping to next toon?

Also how can i stop the 15 minute loop, so i only run it one time then move on to the next toon.
 
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Hendrix

Well-Known Member
there is a UI file that needs to be put into your EQ2 skin directory that makes sure those spots are wiped out. It is included in the svn, just needs to be moved over.
 

Kannkor

Ogre
Which UI does this work with? I am running profit still and it seems not to work.
run ogre hire works fine.

Is there a way to 'run ogre depot' after it sends out the hirelings and before camping to next toon?

Also how can i stop the 15 minute loop, so i only run it one time then move on to the next toon.
Currently there isn't a way to have it do the depot before camping to the next toon. When I get more time, I plan on adding a UI that will allow you to select if you want this or not. It's just a little low on my priority list.

The 15 minute thing... There isn't a way (without editing the script). This will be an option also. Currently I am developing other scripts and this isn't a priority.
 

abndrew82

Active Member
Issues with Map

Hello

Not sure, if I am doing something wrong or what. But figure I can post

For about a week now I have been unable to create a MAP that I can get to work.

I make the map, and when I try to run eq2ogreharvest I get tons of spam of

RegionName: 2 - CenterPoint: Null
Loc: 2 - x:0.00000 - y:0.00000 - z:0.0000
If this is spamming repeatedly please bug report


If I move him to where he can detect a node he goes and harvests that the stops again with the above error.

Not sure if I am not mapping enough or what, I did one in Kylong plains in just a small area around the docks with about 9k points and others that were smaller bu always the same error

Thanks
 

abndrew82

Active Member
Yes, both times I had points.

On the current one I am trying, is Gazer Isle for the roots

I have 3 points as the island is small

Start, 2, and 3

Got them loaded in the point list and saved, but no luck

On an update though, it ran for like 3 min today for the first time, but not sure if it was just finding enough nodes in close prox to hop through them, as once it finished the general area it started the spam again.

Also may help to know the script does not end when this happens, its still running just with the spam constantly. Until I move him some to get close enough to a node

Thanks

drew
 
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Kannkor

Ogre
Try this.. create a new map (sorry), but do NOT name any points with only numbers.

So.. "Start", "Path1", "Path2" would work. I thought I ran into a problem with using only a number, or a number at the start.. I can't remember now.
 

abndrew82

Active Member
Will do, and that may make sense, as i noticed my brothers maps work well


That resolved the issue, appears to be running well now.

Thanks Much
 
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Qboxer

Well-Known Member
I see that we can get Ogreharvest and that eq2harvest doesn't work for me anymore, but how do I actually get Ogreharvest? I ran SVN on my cripts folder, but no Ogreharvest. I'm sure I'm just confused, can anyone help me with the process to get Ogreharvest to begin?
 

bjcasey

ISX Specialist
I see that we can get Ogreharvest and that eq2harvest doesn't work for me anymore, but how do I actually get Ogreharvest? I ran SVN on my cripts folder, but no Ogreharvest. I'm sure I'm just confused, can anyone help me with the process to get Ogreharvest to begin?
Update the SVN and you'll see EQ2OgreHarvest under your scripts folder.
 

MrObvious

Senior Member
Ogre Scripts Requests

One thing I liked about the old harvest was the ability to put in a random delay between nodes, which really looks more lifelike. Maybe a dialog to say delay between x and y seconds?

Also, for Ogre Hire, it would be really nice to send out the hirelings for different tiers (currently full with metal and ore). EQ2Inventory did this, but it was never updated for T9.

Thanks!
 

Hendrix

Well-Known Member
Try this.. create a new map (sorry), but do NOT name any points with only numbers.

So.. "Start", "Path1", "Path2" would work. I thought I ran into a problem with using only a number, or a number at the start.. I can't remember now.
I remember having issues with LavishSettings trying to use numbers as set names. If you give it a number only it confuses it with a GUID or something like that.
 

sonatartica

Member
often bot says it's stuck but there's node near him, i don't really understand why it's stopping, debug says it's looping, will post the full sentence next time ;)

but anyway it's often stopping for me :/
 

Nuprecon

Active Member
often bot says it's stuck but there's node near him, i don't really understand why it's stopping, debug says it's looping, will post the full sentence next time ;)

but anyway it's often stopping for me :/
Usually because it ran to a node that was off the path. Running the Mapper while harvesting will eventually fix this problem.

If it gets to far off track it dosnt know how to get back... So it dies.

Running the mapper will give it the needed information to find its way back to the path!
 

sonatartica

Member
Usually because it ran to a node that was off the path. Running the Mapper while harvesting will eventually fix this problem.

If it gets to far off track it dosnt know how to get back... So it dies.

Running the mapper will give it the needed information to find its way back to the path!
completely forgot that thx !
 

Grizzly

Member
Figure this would be the best topic to ask on...

I am doing something wrong I guess, but I can not get any of this started. I have tried every veriation of run eq2 orge harvest and orge map with all saying, does not exist! It is in my files. If there is something I need to do please help me out.
 

Grizzly

Member
Thanks for the reply so far.

Those commands are not working. I have tried every run ogreharvest way it can be typed. Again says does not exist. I even deleted my scrips and ran svn and copied the fresh new scrips, and nothing. I see the orge files in there. I know it must be something simple im missing...
 

Grizzly

Member
Yes I made sure they are in there.

Also I just checked on my other account and it works fine. All I did was do the svn update and copy files. I wish I knew why it wont work on my main account.
 

Kannkor

Ogre
Yes I made sure they are in there.

Also I just checked on my other account and it works fine. All I did was do the svn update and copy files. I wish I knew why it wont work on my main account.
How many computers do you have? How many will run ogre harvest, and how many will not?
Also, can you copy/paste the exact error message. While I do believe a file is missing, I need to know which one to assist you further.
 

Grizzly

Member
I have 2 accounts 2 computers

1st pc main account did not work

2nd pc account worked run eq2ogreharvest

Neither of them will load eq2ogremap

But here is a weird thing, I opend 2nd account on 1st pc and was able to run harvest, then loaded back to main and tried again. This time ogreharvest opened on the main account. Strange? Still cant get into the map on either. All other programs such as craft and bot work fine on both. Im sure its something im doing wrong.

ERROR:: eq2ogremap.iss does not exist!
 

Kannkor

Ogre
The mapper is: run ogre map
There is no such file as eq2ogremap
Use the following..

"run ogre harvest"
"run ogre map"

No quotes... If you get any other errors, post them. So far it seems like user error with typing..
 

AZSZXT

Member
harvesting in t9

i have been trying to harvest for the last week in t9 but i have been getting very little success with running ogre map and eq2ogreharvest in t9. The main issue with t9 is that there are so many ledges cliffs rocks and all sort of places to get stuck.

I run ogre map and i create a start point like circle 1 and then go to my next point up to about 10 - 20 destination points without jumping, falling getting stuck ect. I also harvest along the way and make circles and try to get a wide area for the script to map. I run to all my points harvesting and then i harvest back to my starting point or my last destination point is beside my starting point. (my history so you know what i have been doing)

The issues i have been getting are that i am unable to create any avoid points. i click f3 on the back part of the rock that is craggy and unable to climb up on but in the tilda window it keeps saying it cannot connect these points, even if i turn on auto avoid and run around a rock i want the script to avoid it does nto reconize the auto avoid as well.

Because there is so many crags in t9 i am finding that my toon will get stuck very easy and sony seems to have been smart and put harvests in areas where you have to jump to get out of and that stops the script once you get drawn in there.

With all the snares and land traps in the new t9 zones i was wondering if some new things could be added if you have the time please.

Is it possible to add a jump button to the ogre map?
Is it possible to be able to define not an avoid alltogether but a rock type on the map where you map out the parts of the rock that you cannot climb up and then put a definite run line to get up the rock so every time you detect a node or 3 on that rock that ogreharvest will use the definite run line to get up and down the rock.

Also is it possible to create a command or a button that allows you to define where the cliffs are so the charecter will not run up against it trying to get to a nod or run off of the cliff because a node is at the bottem?
 

Kannkor

Ogre
For auto avoid, it marks the spot as bad and it won't nav through that spot. If it is saying can't connect points when you are avoiding, there is nothing wrong with that, it shouldn't be connecting points.

It's probably possible to add jumping, but this script is pretty low on my priority list. I'm working on quite a few other ones that are taking all my time.

I have a spot that I use (it's actually a zone, not harvesting). Where there is an item, basically a rock, where you can only get up on it on one side. I auto avoided the outside except the spot where I can get up, then mapped where I can get up. It runs onto it, then off it every time.
 

blackee

Senior Member
Has the compatibility between eq2bot and ogre harvest been fixed? If so, it still isn't working for me.

What tricks do i apply to get them to work (if fixed)?
 

Kannkor

Ogre
Has the compatibility between eq2bot and ogre harvest been fixed? If so, it still isn't working for me.

What tricks do i apply to get them to work (if fixed)?
I don't believe this has been resolved yet. It's an issue with eq2bot clearing out the navigation harvest uses.
 

Pygar

EQ2Bot Specialist
I put up a revision on friday that should work with ogre harvest.

It was a rushed fix attempt, but can someone please test and report?
 

Solumn

Active Member
Ok, this is pre-forced patch on 4/7. They each run great on their own. The only time the harvest had an issue was when I was running eq2bot. My toon would target itself and would stop. The debug message was information about the current node, and the node name was my toon's. I don't have the exact message and won't until the IXSEQ2 update now.
 

wired203

Active Member
The real question would be, did launching and closing eq2bot blow away your harvest path? If not then the eq2bot portion is fixed and there needs to be some changes to ogre harvest to support it. Currently if I remember it targets a node and starts moving and if it doesn't have a target will stop. eq2bot sometimes cycles targets I think to check for agro etc.

But if the navigation stayed all happy like then Kannkor can make some changes in the harvest to finish up the play nice.
 

Kannkor

Ogre
Ok, this is pre-forced patch on 4/7. They each run great on their own. The only time the harvest had an issue was when I was running eq2bot. My toon would target itself and would stop. The debug message was information about the current node, and the node name was my toon's. I don't have the exact message and won't until the IXSEQ2 update now.
I believe it's the CustomActorArray issue. I have it fixed locally (I don't use eq2bot, but I do use other things that had conflicts) and should fix it. I'm out of town for a week and a half, but after then maybe Pygar and I can work on it.
 

sweetiepie

Active Member
sorry if the answer to this has already been posted but I havent found anything on the subject that answers my query so Im going to ask here.

Ive spent a few days testing out the mapping and harvesting, and Im a bit confused as to how it works. I can see on the map interface on the screen that it can auto track your path, and I can see the option for Avoid and auto avoid, but how and where exactly am I supposed to use them.. Ill put forward a scenario..

I turn on ogre mapper
I turn on ogre harvest (at this point do I acually set it to run?? or just have it open.. coz if I set it to run it wont let me move to any new nodes, so what Ive been doing is just having it open while I do this first stage)

I start at my start point and give it a name using f2

I run from node to node and harvest anything in sight like I would normally do if I werent using a bot.

I come to a cliff and I know I dont want to go over it.. how do I let the bot know? If I press f3 does that show the whole cliff or just the point Im standing on? Do I now turn it to auto avoid and run up and down the edge of the cliff?.. does the bot know not to go over that line I make?

If I come up against a house, or big rock or tent etc that I know I wont be able to get through, how do I let the bot know its there? again do I just run around it with the auto avoid on?

If there is a crater like those in steamfont mountains, how do I make it use the path in and out and not try to get up the internal walls?

If I press the f3 button (avoid) does that avoid just that one little spot Im standing on at the time or is it a bigger area?

Sorry for the huge amount of questions.. once I understand how it treats the commands the rest will be easy, but at this point Im not exactly sure how they are supposed to work so nothing seems to be doing what I want it to. When I make a pathway she either runs straight past nodes I know she should be harvesting, or she runs into something and stops.

thanks for your patience with my noobiness :))..

Its a great program and I love it

PS.. I downloaded the everfrost ready made map from the forums and it works great through the bitterwind trench (thats all Ive tried so far) but she does keep getting stuck in the little camp in the middle.. hence my frustration with not knowing how to deal with that.
 

siabran

Member
Are the nodes programmed in properly for Butcherblock? I'm running one account in Commonlands right now that is able to harvest properly, but when I'm trying to run routes in BBM, the only thing that my character will harvest are ? shinies. He just walks right by everything else.
 

Deugar

Active Member
eq2bot / ogre harvest compatability

If you need someone to help with testing, I would be glad to help.

So far the only way i have gotten both to work is to let one toon run the ogre software, and have the others running eq2bot and just protecting him.
 

Deugar

Active Member
ogre map/ogre harvest

Have a question about waypoints in mapping.

If I create:
PointA
PointB
PointC
PointD

and add them that way into the Path.

Does the application go from PointA to PointB,
Then from PointB to PointC,
Then PointC to PointD.

What i am getting at, Will it eventually just go from PointA to PointD without even going to the other points if a direct line between those 2 points is the shortest path?
 

Kannkor

Ogre
Have a question about waypoints in mapping.

If I create:
PointA
PointB
PointC
PointD

and add them that way into the Path.

Does the application go from PointA to PointB,
Then from PointB to PointC,
Then PointC to PointD.

What i am getting at, Will it eventually just go from PointA to PointD without even going to the other points if a direct line between those 2 points is the shortest path?
It follows the order no matter what (well, if it can't get to one.. that's a whole different story).

It will go from A to B to C to D. Then if you have looping on, it will go from D to A to B to C to D to A (etc etc).
 

Quigly4000

Active Member
I think a great option for this bot would be a checkbox to force it to only use known paths to get to nodes. The bot works great in open areas, but in many areas, mostly in t9 as there are only a few spots without aggro, i can hardly pay attention to anything else for more than 5 minutes because it'll try to run straight towards a node on top of a rock rather than taking the path i setup for it earlier.

I tried setting up a path with like 40-50 custom points and a 5-10 meter wander radius to accomplish this, but the bot just didn't move at all when i had completed it. I may have to try that again since it didn't really make sense to me why it wouldn't work unless something about having a ton of custom points (as opposed to 2 and a bunch of automapping between those two points) bugs it out.
 

Kannkor

Ogre
I think a great option for this bot would be a checkbox to force it to only use known paths to get to nodes. The bot works great in open areas, but in many areas, mostly in t9 as there are only a few spots without aggro, i can hardly pay attention to anything else for more than 5 minutes because it'll try to run straight towards a node on top of a rock rather than taking the path i setup for it earlier.

I tried setting up a path with like 40-50 custom points and a 5-10 meter wander radius to accomplish this, but the bot just didn't move at all when i had completed it. I may have to try that again since it didn't really make sense to me why it wouldn't work unless something about having a ton of custom points (as opposed to 2 and a bunch of automapping between those two points) bugs it out.
As long as they all connect. So you have 40 custom points, but have auto-mapping in between them. If you ever want to test to see from the spot you are standing you can navigate there, you can use: run ogre move custom_point_name (make sure you have yourself targeted).

At this stage, I'm not sure how much work will be done to this script in the next little while. I've got a long list of other scripts I'm working on, or need to work on.
 

Quigly4000

Active Member
I appreciate the quick reply. I had a chance to mess around with it again and I created a harvest route with approx 60 custom points. This time it did work, and with the wander radius set low, i am rarely running into issues.

I have a couple other questions though if you have a few minutes. When adding custom points to the harvest bot, it appears that there is no way to add custom points in between other points, or over the top of other points. This would be a handy feature if as i'm running my route i notice a node that my path doesn't cross over and i just want to add one more cusom point at that spot to make the bot navigate to that node spawn that i missed. Currently, I can only add new points to the end of the route. Is there anyway around this without redoing the route from scratch?

On that same note, is it possible to have the bot tell you which custom point its navigating towards? This would make it much easier to figure out where in my path i need to add the new point, since with 60 custom points its easy to lose track of which point i'm navigating towards when i see a spot that i want to add another one.

Lastly, is there a way to save more than one custom route per zone? So far it looks like I can just save one custom route per zone.

Anyway, I think you've done a great job with this program and i appreciate your hard work!
 
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Kannkor

Ogre
I appreciate the quick reply. I had a chance to mess around with it again and I created a harvest route with approx 60 custom points. This time it did work, and with the wander radius set low, i am rarely running into issues.

I have a couple other questions though if you have a few minutes. When adding custom points to the harvest bot, it appears that there is no way to add custom points in between other points, or over the top of other points. This would be a handy feature if as i'm running my route i notice a node that my path doesn't cross over and i just want to add one more cusom point at that spot to make the bot navigate to that node spawn that i missed. Currently, I can only add new points to the end of the route. Is there anyway around this without redoing the route from scratch?
Right now you can't have the same spot be covered by 2 points (or boxes). I can't remember, but I think you can drag and move items in the list box to move their order? Maybe not.. I've had some issues with list boxes and when you remove an item it creates a blank spot etc. Right now you are correct through, if you want to add an item in the middle, you have to either start fresh, or remove everything from below, add in what you want, then add back the ones you removed. Not ideal to say the least.. I never expected someone to have nearly that many custom points lol.

On that same note, is it possible to have the bot tell you which custom point its navigating towards? This would make it much easier to figure out where in my path i need to add the new point, since with 60 custom points its easy to lose track of which point i'm navigating towards when i see a spot that i want to add another one.
Check the console - It may tell you where it's navigating too.. but that may be my other script that does that. It is indeed possible however.

Lastly, is there a way to save more than one custom route per zone? So far it looks like I can just save one custom route per zone.
No there isn't. One per zone. If you wanted to get really tricky, you could rename one and rename it back when you wanted to use it.. It was on the list of things I wanted to do, but figured most people would make a large'ish area to harvest in that included everything, so was low on the list of things to do.

Anyway, I think you've done a great job with this program and i appreciate your hard work!
Thanks. It's not complete but functional.. was just a see if I can do it type of project, seeing how I didn't harvest before it, and still don't havest after it lol.
 

mcfaddon

Member
I think this is everything for GFay

<!-- exp03_rgn_greater_faydark -->
<Setting Name="exposed ore" Type="Ore" MinSkill="1" MaxSkill="32" Tier="1">exposed ore</Setting>
<Setting Name="moss covered ore" Type="Ore" MinSkill="20" MaxSkill="95" Tier="2">moss covered
ore</Setting>
<Setting Name="crumbled stones" Type="Gem" MinSkill="1" MaxSkill="32" Tier="1">crumbled
stones</Setting>
<Setting Name="eroded rock" Type="Gem" MinSkill="20" MaxSkill="95" Tier="2">eroded rock</Setting>
<Setting Name="growing roots" Type="Root" MinSkill="1" MaxSkill="32" Tier="1">growning
roots</Setting>
<Setting Name="large roots" Type="Root" MinSkill="20" MaxSkill="95" Tier="2">large
roots</Setting>
<Setting Name="Natural Garden" Type="Shrub" MinSkill="1" MaxSkill="32" Tier="1">Natural
Garden</Setting>
<Setting Name="a bush" Type="Shrub" MinSkill="20" MaxSkill="95" Tier="2">a bush</Setting>
<Setting Name="fallen branch" Type="Wood" MinSkill="1" MaxSkill="32" Tier="1">fallen
branch</Setting>
<Setting Name="moss covered branch" Type="Wood" MinSkill="20" MaxSkill="95" Tier="2">Moss covered
branch</Setting>
<Setting Name="rodent den" Type="Den" MinSkill="1" MaxSkill="32" Tier="1">rodent den</Setting>
<Setting Name="feral animal den" Type="Den" MinSkill="20" MaxSkill="95" Tier="2">feral animal
den</Setting>
<Setting Name="school of fish" Type="Fish" MinSkill="1" MaxSkill="32" Tier="1">School of
Fish</Setting>
<Setting Name="trout fingerling" Type="Fish" MinSkill="1" MaxSkill="32" Tier="1">trout
fingerling</Setting>
 
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Hendrix

Well-Known Member
i am not seeing a need for multiple path files for 1 zone. Just create custom points and only navigate to those areas when you want to be in a specific area.
 

Quigly4000

Active Member
i am not seeing a need for multiple path files for 1 zone. Just create custom points and only navigate to those areas when you want to be in a specific area.
Only reason i would have found multiple path files for 1 zone helpful is because i had to create about 60+ custom points (and create a very small wandering radius) so the harvester would not get stuck on the geometry by trying to run to a node in very tricky areas.

So if i have multiple spots in the same zone that i harvest in separately, I can only save one of them and must add all the custom points for the other spot each time. My other spot only has about 10 points though so its not too big of a hassle.
 
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