Ogre Harvest Suggestions

milliebii

Member
At the moment Ogre Harvest seems to work down a resource list and move to any node within range. Could that be easily changed to move to the closest resource need irrespective of what type it is (provided of course that that resource type has been checked in the options).

Also it would be nice to know which Nav Point the bot was currently moving to by displaying the label somewhere.
 

Kannkor

Ogre
It doesn't work down a list. It does a radius scan of all resources near by, and works it's way from the closest to you, working it's way outward until it finds one it believes it can get to and harvest.

I'm not sure how useful the Nav Point information would be to you. Literally every single step you take in game, is a different spot, that has a random hex name.
 

Kannkor

Ogre
Worth noting also, Ogre Harvest is completely unsupported and not in development. I just try to do any major bug fixes to keep it going for now, and/or resource file updates that other people provide.
 

milliebii

Member
It doesn't work down a list. It does a radius scan of all resources near by, and works it's way from the closest to you, working it's way outward until it finds one it believes it can get to and harvest.

I'm not sure how useful the Nav Point information would be to you. Literally every single step you take in game, is a different spot, that has a random hex name.
I seem not to have expressed myself very well. When using Ogre Harvest I usually set up a series of named points using Ogre Map. Sometimes when running a continuous loop the bot hangs up on particular terrain feature. It would be nice to now which Nav Point it was trying to run to when it got hung up on the terrain feature. I could then create another named Nav Point and insert it into the list so that it ran around the terrain feature.

I am interested in improving Ogre Harvest because of the introduction of Spellshards and Foundations and their current market value. I expect that the price of these items will continue to be high for some time.

Also, since the bot is programmed the way you have said, why does it run past harvest nodes on its way to a different node?
 

Kannkor

Ogre
I seem not to have expressed myself very well. When using Ogre Harvest I usually set up a series of named points using Ogre Map. Sometimes when running a continuous loop the bot hangs up on particular terrain feature. It would be nice to now which Nav Point it was trying to run to when it got hung up on the terrain feature. I could then create another named Nav Point and insert it into the list so that it ran around the terrain feature.

I am interested in improving Ogre Harvest because of the introduction of Spellshards and Foundations and their current market value. I expect that the price of these items will continue to be high for some time.

Also, since the bot is programmed the way you have said, why does it run past harvest nodes on its way to a different node?
ahh, if you look in the console it may tell you the last named point it was heading too. I can't remember, it uses a heavily modified version of the terrible nav lib I wrote.

The bot determines which resource it wants to go after, then goes after it. Regardless of what else is available. It's been quite some time since I looked at the logic, but I think it tries to calculate the real distance it would take to get there. Which may or may not be the one you determine to be the closest. IE: If there is a rock 20 meters away, but it's NOT on a mapped region, and there is a rock 30 meters away but ON a mapped region, it may go after the rock 30 meters away, because it has the data to get there for sure.
 
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milliebii

Member
ahh, if you look in the console it may tell you the last named point it was heading too. I can't remember, it uses a heavily modified version of the terrible nav lib I wrote.

The bot determines which resource it wants to go after, then goes after it. Regardless of what else is available. It's been quite some time since I looked at the logic, but I think it tries to calculate the real distance it would take to get there. Which may or may not be the one you determine to be the closest. IE: If there is a rock 20 meters away, but it's NOT on a mapped region, and there is a rock 30 meters away but ON a mapped region, it may go after the rock 30 meters away, because it has the data to get there for sure.
OK I understand that,:p just the stuff that happens as you start a project. Well if you ever wind up re-writing the Nav library it might be worth retro-fitting it here as well. But I agree it does not seem to be worth the effort currently to put a lot of work in on the harvest bot.
 

nuber

New Member
It's not perfect, it's not going to fill your bags while you sleep and really it shouldn't. I find it very useful. Make's harvesting less tedious.
 

milliebii

Member
It's not perfect, it's not going to fill your bags while you sleep and really it shouldn't. I find it very useful. Make's harvesting less tedious.
I don't want it to "fill your bags" asleep or awake. My Guild Harvest Depot is overflowing as it is. I have more rares than I will ever use too. With the pack pony, guild amenities and Goblin this is sort of a given. What I currently want Ogre Harvest for is getting Prismatic Spellshards/Foundations, and that seems to be an endless task at the moment.
 
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