Ogre harvest-Not harvest t9

matteo

Active Member
I seem to have an issue similiar to someone else who posted.

I made a route, I go at it only to skip by every node.

I verified the resource information was correct and it was, I checked SVN for an update and didnt see one.
My SVN is at revision 2786.

Any ideas? It works fine in other tiers.

Note:Its sundered frontier where this isnt working for me. Havent tried anywhere else.
 
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Kannkor

Ogre
I verified the resource information was correct and it was, I checked SVN for an update and didnt see one.
I'm going to go with you missed a spot...

Did you edit the file in Eq2ogreharvest/resourceinformation/resourceinformation.xml or something? If it works every where else, it's an xml issue.
 

matteo

Active Member
<!-- All of Odus -->
<Setting Name="an infused deposit" Type="Ore" MinSkill="390" MaxSkill="450" Tier="9">an infused deposit</Setting>
<Setting Name="a molten formation" Type="Gem" MinSkill="390" MaxSkill="450" Tier="9">a molten formation</Setting>
<Setting Name="Toxxulia timber" Type="Wood" MinSkill="390" MaxSkill="450" Tier="9">Toxxulia timber</Setting>
<Setting Name="a Toxxulia root culm" Type="Root" MinSkill="390" MaxSkill="450" Tier="9">a Toxxulia root culm</Setting>
<Setting Name="a craggy lair" Type="Den" MinSkill="390" MaxSkill="450" Tier="9">a craggy lair</Setting>
<Setting Name="a perennial shrub" Type="Shrub" MinSkill="390" MaxSkill="450" Tier="9">a perennial shrub</Setting>
<Setting Name="school of tiny fish" Type="Fish" MinSkill="390" MaxSkill="450" Tier="9">school of tiny fish</Setting>

This is what is in my file, I didnt change anything.
 

matteo

Active Member
Well, I didnt get to test again in t9 but I did a t8 test... I think in general I am missing something with ogre harvest. I made a small path that zig zagged, basically I made a start point, went north, named a point, went south near my start and named another point and so on and so forth. I ended up with 6 points total, all passing a surplus of nodes.

Im not quite sure what the ideal settings are, but I have both roam and loop on since they are default, I added nav paths 1-6 and started. It started out working good, but it didnt seem to want to goto the nav paths I added, it runs past some nodes without rhyme or reason but then will stop to harvest another of the same node which is further away.

Am I missing something?

Is there a thread that explains some tips and tricks? I did read the beta release notes and did what it said to do, but its just not working the way I thought it should.

I would definitely appreciate any pointers on fine tuning a good path with the right settings for maximum harvesting potential.

I did copy in the files from svn and will try t9 harvesting again in the near future and let you know if putting in new files helped.
 

Kannkor

Ogre
Go to antonica, turn on roam mode only, stand near a few nodes, and hit start.

I'm curious what happens.

The writeup I did for Ogre Harvest beta is the only information available.
 

mycroft

Script Author: MyPrices
Well, I didnt get to test again in t9 but I did a t8 test... I think in general I am missing something with ogre harvest. I made a small path that zig zagged, basically I made a start point, went north, named a point, went south near my start and named another point and so on and so forth. I ended up with 6 points total, all passing a surplus of nodes.

Im not quite sure what the ideal settings are, but I have both roam and loop on since they are default, I added nav paths 1-6 and started. It started out working good, but it didnt seem to want to goto the nav paths I added, it runs past some nodes without rhyme or reason but then will stop to harvest another of the same node which is further away.

Am I missing something?

Is there a thread that explains some tips and tricks? I did read the beta release notes and did what it said to do, but its just not working the way I thought it should.

I would definitely appreciate any pointers on fine tuning a good path with the right settings for maximum harvesting potential.

I did copy in the files from svn and will try t9 harvesting again in the near future and let you know if putting in new files helped.
You only need TWO named points.....

I add 'START' , then run the basic path , when I want to stop , I Add 'FINISH' and SAVE.

I then leave pathing running and start the ogreharvest , the script runs and harvests along that basic path...if it runs off to get a node not near the path, having the pathing running still means it can always find it's way back to the core 'path'.
 

macker0407

Active Member
Don't you need to enable both pathing mode *and* roaming to get it to deviate from the path? That was certainly that case when I did some harvesting a week or two ago, otherwise it just ran along the path and only harvest nodes that happened to be along the same path.
 

Kannkor

Ogre
Don't you need to enable both pathing mode *and* roaming to get it to deviate from the path? That was certainly that case when I did some harvesting a week or two ago, otherwise it just ran along the path and only harvest nodes that happened to be along the same path.
Yes you do.
 

matteo

Active Member
Edit:It seems I had to redefine all the harvestables... I dont get it.. but I think its working
 
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leatherwolf

Well-Known Member
I am having the same issue with ogre harvest, only in odus area's, it functions fine in all other tiers. It doesn't even chase a shiny down in sundered frontier. I do not use the mapper just the roaming mode. My scripts are up to date, i tried modifying the node names in the resource information from "a molten formation" to just "molten formation". I have yet to figure out the problem. any suggestions would be appreciated.

Ok I found my issue, I didn't realize that in the stats screen there is a pause button that is not on the main window. I must have paused and switched my window back and didn't realize it.
 
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leatherwolf

Well-Known Member
ok I thought ogre harvest was working properly, but it only picks some of the nodes in sundered. it will not get the roots,gems or the ore. Any idea what the problem may be? My resource information xml has the nodes listed as in earlier post , i checked the file for spelling errors & the like. No clue why it doesn't function properly.
 

totalsat

Active Member
the nodes have been renamed... they are not called "an infused" whatever its just called infused whatever now I renamed mine in my resource file and it works fine
 

Traxhax

Member
<!-- All of Odus -->
<Setting Name="infused deposit" Type="Ore" MinSkill="390" MaxSkill="450" Tier="9">infused deposit</Setting>
<Setting Name="molten formation" Type="Gem" MinSkill="390" MaxSkill="450" Tier="9">molten formation</Setting>
<Setting Name="Toxxulia timber" Type="Wood" MinSkill="390" MaxSkill="450" Tier="9">Toxxulia timber</Setting>
<Setting Name="Toxxulia root culm" Type="Root" MinSkill="390" MaxSkill="450" Tier="9">Toxxulia root culm</Setting>
<Setting Name="craggy lair" Type="Den" MinSkill="390" MaxSkill="450" Tier="9">craggy lair</Setting>
<Setting Name="perennial shrub" Type="Shrub" MinSkill="390" MaxSkill="450" Tier="9">perennial shrub</Setting>
<Setting Name="school of tiny fish" Type="Fish" MinSkill="390" MaxSkill="450" Tier="9">school of tiny fish</Setting>

easy fix
 
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