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Xeon

Active Member
Reply from other thread

desire said:
I vote for extra tab with manual selection. There're crafting gear that rises "parent skills" which will boost ALL 3 finishing skills above 1, like diplo buff. Plus extra flexibility always a bonus.
Yeah, I may just have to go the extra tab with drop downs route. Bleh!
BTW, do you plan to use all these "iWant..." variables in the action AI logic?
I'm re-working the AI and would like to go with a priority system based on how much Quality you want, how many steps are in the recipe, each stage, how far you have progressed, what complications are active, how many AP you have left and how well your last step worked.

Trying to get all those (and more!) into a sequence of If/Then statements is turning to spaghetti code, so I'd like to just ++ or -- each of the priorities based on those rules.

Once it's all been evaluated, I will then just choose the action with the Highest priority. It also makes adding new cases much easier, as I just plop them in, decide what effect they have and I'm all done.

The problem is that there just aren't enough hours in the day!
 

Vicci

Active Member
Quality

I'm also having problems with the quality, it always seem to want to pump up the quality on everything i make so in the end i lose all my action points... and ive set the quality to zero over and over and im not sure whats wrong.
 

Xeon

Active Member
Vicci said:
I'm also having problems with the quality, it always seem to want to pump up the quality on everything i make so in the end i lose all my action points... and ive set the quality to zero over and over and im not sure whats wrong.
The AI will try to pump out some extra quality if it meets certain criteria (such as stage X and Y action points left). If should stop and just do progress in time to finish the recipe. I suppose I should make that a Checkbox....

However, if it's running out of AP, please let me know the details. Does it do it every time? Do you have complications turned off? How many steps in each stage?

The more information I get, the better chance I have of making the bot smart enough to handle that situation.
 

irascible

Active Member
xeon,

I didn't think I needed that since I thought it would use the only WO that I had already; thanks for pointing that out, and your quick response. It works great
 

puterbot

Active Member
27 carpenter doing moderate workorders and having the same bug very very often. i would say 90% of the time. If stage 2 gets a complication that hurts progress and step 1 of stage 2 becomes ungreyd and step 2 becomes grey, the script will spam the greyd out step. This causes the loss of all AP and the combine failing.
 

IeU

Active Member
puterbot said:
27 carpenter doing moderate workorders and having the same bug very very often. i would say 90% of the time. If stage 2 gets a complication that hurts progress and step 1 of stage 2 becomes ungreyd and step 2 becomes grey, the script will spam the greyd out step. This causes the loss of all AP and the combine failing.
same here,,,,,,,,,,,,,,,,,,,,,
 

Xeon

Active Member
puterbot said:
If stage 2 gets a complication that hurts progress and step 1 of stage 2 becomes ungreyd and step 2 becomes grey, the script will spam the greyd out step. This causes the loss of all AP and the combine failing.
Ok, I think I've got a fix for this. Will test tonight and if it's good, will put out a new release.
 

Vicci

Active Member
Xeon said:
The AI will try to pump out some extra quality if it meets certain criteria (such as stage X and Y action points left). If should stop and just do progress in time to finish the recipe. I suppose I should make that a Checkbox....

However, if it's running out of AP, please let me know the details. Does it do it every time? Do you have complications turned off? How many steps in each stage?

The more information I get, the better chance I have of making the bot smart enough to handle that situation.
On some WO's where i get only poor progress it's still wanna pump up the quality, so i turned "fix complication" off and it still was the samething, it basicly just have to make some quality... but its all good now somehow, not sure what ive done to make it run good. My only real problem with the bot is that when i go afk during the night it sometimes stucks by not going all the way to the work bench and he just stands out of range for hours and doesnt do anything :(
 

detzX

Active Member
Im getting the error someone reported when the guy rungs to the WO NPC and just turns around and goes back...it's like out of order, trying to do supplys first or something. Ive set a few paths doing

set station
set points all the way to WO guy
set WO dude
set points all the way to Supply guy
set Supply dude
set points back to table
set finishing place

Fails everytime, what am I doing wrong?
 

Xeon

Active Member
detzX said:
Im getting the error someone reported when the guy rungs to the WO NPC and just turns around and goes back...it's like out of order, trying to do supplys first or something.
Try turning on the Debug Output checkbox and see if anything interesting scrolls by when it gets to the Work Order NPC.

Also be sure that it also set it correctly (should have a message like Set Work Order NPC to blah blah) when you are creating the path.
 

detzX

Active Member
Xeon said:
Try turning on the Debug Output checkbox and see if anything interesting scrolls by when it gets to the Work Order NPC.

Also be sure that it also set it correctly (should have a message like Set Work Order NPC to blah blah) when you are creating the path.
Nothing special. Sometimes it starts and just does not move. Also I noticed that it saves the files (sometimes) in the NULL directory and not my name.
 

Xeon

Active Member
detzX said:
Nothing special. Sometimes it starts and just does not move. Also I noticed that it saves the files (sometimes) in the NULL directory and not my name.
Hmm, wierd... Does your toon have any strange characters in it's name?
 

sumdumgai

Active Member
Xeon said:
Try turning on the Debug Output checkbox and see if anything interesting scrolls by when it gets to the Work Order NPC.

Also be sure that it also set it correctly (should have a message like Set Work Order NPC to blah blah) when you are creating the path.

Hey Xeon,

It does the same thing for me. I turned on debug info and it appears its just running straight to the forge(in my case). I start the script near the forge, sometimes it just walks straight to it, interacts and pauses. Other times, it walks backward through the whole path (from near forge -> supplier -> wo giver -> forge) without stopping at either. Once it gets there, it interacts and pauses.


Debug text reads as so:

VG: CraftBot Starting
Station: Blacksmith Forge
WO NPC: Sanya Eldersword
Supplier: Kashi Palewater
VG: MoveAlongPath called
VG: Move to Crafting Station
VG:MovePath called: NONE to craftstation
FindMoveTarget: Blacksmith Forge
Target(exists): Blacksmith Forge
VG: Moving to Found Target
VG: Moving to Found Target: 193273529994
VG: State to CS.MOVE_DONE
VG: MoveDone called :: Distance: 0.006872
VG: at Station, start working
VG: next stop will be Work Order NPC
Targeting: Blacksmith Forge
VG: StationRecipeSelect called: 63

... then it pauses.

This is done in tanvu.
 

Xeon

Active Member
sumdumgai said:
Targeting: Blacksmith Forge
VG: StationRecipeSelect called: 63

... then it pauses.
Someone else on the vanguardcrafters.com boards was saying it was taking over 30 seconds to load their recipe list... It looks like you have 63 recipies in your list. How long does it take to open it manualy?
 

sumdumgai

Active Member
Xeon said:
Someone else on the vanguardcrafters.com boards was saying it was taking over 30 seconds to load their recipe list... It looks like you have 63 recipies in your list. How long does it take to open it manualy?
The Recipes window comes up in under half a second. Once I expand the Primary Components, it takes about 3 seconds to load the list of those recipes. About 1.5 to load the Secondarys when I expand it. Those delays to not come up until actually expanding the list however.
 

Xeon

Active Member
sumdumgai said:
The Recipes window comes up in under half a second. Once I expand the Primary Components, it takes about 3 seconds to load the list of those recipes. About 1.5 to load the Secondarys when I expand it. Those delays to not come up until actually expanding the list however.
Hmm, you might take a look in your InnerSpace/scripts/vgcraft/save/<ToonName>/
xxcraft-output.log file for lines like:

02:16:40::VG: StationRecipeSelect called: 24
02:16:40::VG:SRS:Set Set of Chipped Sandstone Altars :: TRUE

and see if there are any that have TRUE on the end....
 

Xeon

Active Member
puterbot said:
27 carpenter doing moderate workorders and having the same bug very very often. i would say 90% of the time. If stage 2 gets a complication that hurts progress and step 1 of stage 2 becomes ungreyd and step 2 becomes grey, the script will spam the greyd out step. This causes the loss of all AP and the combine failing.
Try the 0.96b release and see if it works correctly now.
 

detzX

Active Member
sumdumgai said:
Hey Xeon,

It does the same thing for me. I turned on debug info and it appears its just running straight to the forge(in my case). I start the script near the forge, sometimes it just walks straight to it, interacts and pauses. Other times, it walks backward through the whole path (from near forge -> supplier -> wo giver -> forge) without stopping at either. Once it gets there, it interacts and pauses.


Debug text reads as so:

VG: CraftBot Starting
Station: Blacksmith Forge
WO NPC: Sanya Eldersword
Supplier: Kashi Palewater
VG: MoveAlongPath called
VG: Move to Crafting Station
VG:MovePath called: NONE to craftstation
FindMoveTarget: Blacksmith Forge
Target(exists): Blacksmith Forge
VG: Moving to Found Target
VG: Moving to Found Target: 193273529994
VG: State to CS.MOVE_DONE
VG: MoveDone called :: Distance: 0.006872
VG: at Station, start working
VG: next stop will be Work Order NPC
Targeting: Blacksmith Forge
VG: StationRecipeSelect called: 63

... then it pauses.

This is done in tanvu.

I got it working finally...not sure what the issue was but I changed locations so I didn't go through a door and I had to start/stop the bot a few times. What might have helped is a I preloaded the toon with WO first then started the bot. I still get some random starts but once it's working it will stay working for a while.


Feature request. How hard would it be to put a timer or a limit on how much it crafts. I would like to leave it on and have it go for 2-3 hours then stop. Maybe also go 1-2 levels and stop?
 

DethSabr

Active Member
I have a feature request. I would love to be able to stand in front of the station and have an option where i can run the crafting portion of the script. It would target and activate the station, choose the recipes, and finish them all in succession. Then instead of moving it'd end.

Is there a way to currently do this? i wasn't able to find it in the options..

Also, after i made a slight modification to use up the rest of the empty slots with the primary fuels of my trade (tailor), i had a higher success %.

Some random errors i was having with it locking up on the recipe screen or randomly running off in a random direction were cleared up when i cleared my 10MB stats.log file.
 

mir

Active Member
I've been using the bot for a bit now, without issues. Though I'd like to make a request, if it's possible or not I have no idea.

When taking different difficulty level W/Os, I'd love to have the option of setting different quality targets for the different W/Os.

and thank you for glorious work on this bot, it's wonderful.
 

detzX

Active Member
OK, for people with issues of the toon just running around I found that if you give him some WO first manually and then start it usually works. Not sure why but this morning I tried 5 times in different parts, same path and it kept running in random areas hitting walls. I grabbed some WO and stood in from the the station and it started right up. Bug? :confused:

Some comments. I think it would be a good assumption(could be wrong) that if a complication moves the progress bar back(simple check) then it should be resolved. I would say 3-5 failures last night was because of this. A complication came up that move progress back and the scripts kept trying to move it forward waste action points AND moving the bar back. This make sense? Second, I would think that if you get more than one complication they should be fixed since it's more likely to get more complications if you have one. For example if you have one complication you're more likely to get another and if you have two you're more likely to get a third.

Just simple helpful input, keep up the great work.
 

dwaldroop

Active Member
Ive had the same problems as you have described above, running around to each location, the smooth turn code just turning me in circles so i have to turn that off.

It was working pretty good before the last update for me. Ive tried separate locations, tried gutting my scripts dir and reinstalling. Ill try manually accepting some work orders next.
 

detzX

Active Member
Also, when I load the script the first time I don't see my paths...I try to quit and it fails saying it can unload. If I load the script again it's fine. From what I've seen the first start might not have my toon name and uses NULL thus the NULL directory in the save path and thus why it can't close out the script.
 

Xeon

Active Member
DethSabr said:
I have a feature request. I would love to be able to stand in front of the station and have an option where i can run the crafting portion of the script. It would target and activate the station, choose the recipes, and finish them all in succession. Then instead of moving it'd end.
Yes, just uncheck the 'Full Auto (bot mode)' button and it will do exactly that.
 

Truwenswg

Active Member
mir said:
I've been using the bot for a bit now, without issues. Though I'd like to make a request, if it's possible or not I have no idea.

When taking different difficulty level W/Os, I'd love to have the option of setting different quality targets for the different W/Os.

and thank you for glorious work on this bot, it's wonderful.
what did you change to set his utilities...I dont like that he picks different utilities and have say 1 solvent or 1 cleaner and the rest something else. Is it a good idea to havea ll solvent or all cleaner? I'm not entirely sure how these other parts work...I know I should know my class but as Im still a new crafter to vanguard im curious if it helps work orders to use dusts and other parts instead of just all solvent or all cleaner.

any way let me know what you think thanks,

-Truwen
 

Xeon

Active Member
Truwenswg said:
what did you change to set his utilities...I dont like that he picks different utilities and have say 1 solvent or 1 cleaner and the rest something else. Is it a good idea to havea ll solvent or all cleaner?
Only 2 reasons to load extra stuff into the table:

Complications and Running out of Materials

Different complications can use different ingredients to 'fix' them. Some of the actions will require specific ingredients (bandages, water, etc) and some of them require a specific tool (repair tool, file, etc).

Also, it's possible to use up the 25 doses of the primary ingredient when pumping Quality, so it would be nice to load up two of those.
 

sevenstars

Active Member
Edit.

Had to just hit the main set locations a ton of times, seems to work correctly now with spamming the locations.

Silly. But it works again and im happy lol.

Edit.
 
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sumdumgai

Active Member
Xeon said:
Hmm, you might take a look in your InnerSpace/scripts/vgcraft/save/<ToonName>/
xxcraft-output.log file for lines like:

02:16:40::VG: StationRecipeSelect called: 24
02:16:40::VG:SRS:Set Set of Chipped Sandstone Altars :: TRUE

and see if there are any that have TRUE on the end....
I'm sorry Xeon, I feel pretty dumb. I was going through the code today, and realized that it goes through the whole list of recipes one by one, checking for work orders. I then began thinking that perhaps it was a delay issue as you suggested before. So, I let it sit there, walked away for a bit, and when I came back, it had finally ran to the WO Giver and started up. So, it was just an issue of a long delay while it cycles the recipes.
 

Xeon

Active Member
sumdumgai said:
I was going through the code today, and realized that it goes through the whole list of recipes one by one, checking for work orders. I then began thinking that perhaps it was a delay issue as you suggested before. So, I let it sit there, walked away for a bit, and when I came back, it had finally ran to the WO Giver and started up. So, it was just an issue of a long delay while it cycles the recipes.
I get the list starting at the 'top' so I should be able to bail out after hitting the first 'non work order' recipe, which may be able to avoid that delay. I'll test it out tonight just to make sure it does what I want it to.
 

sumdumgai

Active Member
Xeon said:
I get the list starting at the 'top' so I should be able to bail out after hitting the first 'non work order' recipe, which may be able to avoid that delay. I'll test it out tonight just to make sure it does what I want it to.
The problem isn't when you have work orders, its when you dont. So it cycles the whole list. Since the workorders always seem to be the last ones (I assume because they are the last you received), it might just work to only run through the last few?

If I have workorders, it goes quick, but when it doesn't, it sits there for a long while before it has any, and then again after it finishes all the workorders and checks for more.

I was also thinking perhaps it would be possible to store name of the recipe when selecting the workorders and then just selecting them by name at the forge. Only problem then, is that you couldn't start the bot up with previous work orders selected.
 

Xeon

Active Member
sumdumgai said:
The problem isn't when you have work orders, its when you dont. So it cycles the whole list. Since the workorders always seem to be the last ones (I assume because they are the last you received), it might just work to only run through the last few?
I actually start at the end, that's why it's fast if you have work orders to do.

But I think the problem will go away soon, as this was posted on the Test Server release notes:

GUI NOTES
- Crafters with many recipes will no longer be able to actually build a house in real life while waiting for their recipe list to expand. (Expanding crafting recipes is now much faster.)
 

Theras

Active Member
Please allow the selection of up to 4 Fuels.
At 31+ the workorders start requiring different types of fuel. For example, outfitters may need Cure/Cleaner for one WO (refining) and the next may require Cleaner/Softener.

edit
Please also give us a decomp option where it will go through all items we specify (or all in a certain bag, or all bags, etc) and start decomping them at pristine/grade A quality.

edit2
There are also a lot of items that will not sell to the vendor for some reason. I don't have a list or know why but can make one if necessary. Being able to sell fuels would be nice also. I get a ton of worthless ones during crafting that hog inventory space.

edit3
There also seems to be some sort of problem when there are 3 items in the last stage. It will do one the first item, then start on the second and not finish. I'll have to click once it stops and it'll start back up again.
 
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Xeon

Active Member
Theras said:
Please allow the selection of up to 4 Fuels.
At 31+ the workorders start requiring different types of fuel. For example, outfitters may need Cure/Cleaner for one WO (refining) and the next may require Cleaner/Softener.
Hmm, so it sounds like level 30+ crafters will need to stock up to 4 fuels?
 

detzX

Active Member
I keep getting the bug it uses the option that is grayed out...still uses points but nothing happens.
 

Theras

Active Member
Xeon said:
Hmm, so it sounds like level 30+ crafters will need to stock up to 4 fuels?
It looks like at 31+ it's going to require 3 so my only logical guess is that at 41+ you will need 4.

Also I think the issue mentioned above (3 steps in the last stage) may have more to do with the stage: "Softener: Soften Material" than it actually being 3 steps. It will do 2 or 3 applications of the stage but it won't complete it. It's fairly odd. The last stage has 2 random things and then the finisher.

Also I'm still spinning randomly no matter what I do. It's gotten better with my new pathing assignment but it's still pretty bad.

ps/edit
When I click "Remove Path" it will zero the options out but not actually remove it. This is beyond frustrating as I have like 30 saved paths and only 2 good ones. I've gone in and edited the script files but somehow after I close and reopen, they randomly appear again.
 

Xeon

Active Member
Theras said:
Also I think the issue mentioned above (3 steps in the last stage) may have more to do with the stage: "Softener: Soften Material" than it actually being 3 steps. It will do 2 or 3 applications of the stage but it won't complete it. It's fairly odd. The last stage has 2 random things and then the finisher.
Yeah, I'm gonna have to re-write the way I handle more than 1 step in stage 4 so that it does all the other steps, then the 'finisher' action last.

Also I'm still spinning randomly no matter what I do. It's gotten better with my new pathing assignment but it's still pretty bad.
I've added a time-out so it will never spin more than 10 seconds, which should help. However, I need someone to rewrite/fix the faceslow.iss code, as I just don't have time to debug it.

When I click "Remove Path" it will zero the options out but not actually remove it. This is beyond frustrating as I have like 30 saved paths and only 2 good ones. I've gone in and edited the script files but somehow after I close and reopen, they randomly appear again.
Yeah, there is some variable somewhere that is not being cleared. I also need to remove the path.xml file.
 

Theras

Active Member
Xeon said:
Yeah, I'm gonna have to re-write the way I handle more than 1 step in stage 4 so that it does all the other steps, then the 'finisher' action last.


I've added a time-out so it will never spin more than 10 seconds, which should help. However, I need someone to rewrite/fix the faceslow.iss code, as I just don't have time to debug it.


Yeah, there is some variable somewhere that is not being cleared. I also need to remove the path.xml file.
You're my hero. If you manage to fix the first issue soon I'll buy you a 12 pack and some tacos from Jack in the Box, 'cause I'm stuck doing Very Easy workorders until I can add more than 2 fuels and it doesn't jack up on the last stage.

Also in stage 4 if there are 2 items and the only remaining step is to finish it, and a complication pops up, it will try to solve the complication instead of simply doing the 100ap finisher..
 
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Xeon

Active Member
Theras said:
Also in stage 4 if there are 2 items and the only remaining step is to finish it, and a complication pops up, it will try to solve the complication instead of simply doing the 100ap finisher..
That has already been fixed for next release :yea:

I'll work on the stage 4 stuff and see if I can get that in also
 

detzX

Active Member
Not sure if i'm doing something wrong or if it's the script but once I hit level 20 I fail probably 3 out of 5 WO now. In a batch, I'm lucky to get 1 item out of five and in sets sometimes I fail to get any. :( It sucks because I get no XP for the turn in since none of them are complete and it takes a long time because out of 5 it only finished 1 or 2. Any ideas what is going on? One issue I keep seeing is it keeps doing the grayed out action which seems to just stop it dead in it's tracks and eat all the AP.

Side note, does the switching of the toolbelts work, I have it off because I read it was bugged.
 

icepick099

Active Member
In regards to the issue with three-buttons on the last stage,
The code pushes progress until its at 50 and then goes for the finisher. With three buttons, the bar will read 66% before you can do the finisher. I added in a some extra action logic to stage4. In the if-else that is there, I added an elseif != 50, push progress again. This seems to let progress push all the way to 66% if 3 buttons are there.

I read through the code and this is much cleaner and more flexible than the original vgcraft script.

One thing I noticed, and I couldn't see why the state machine in the script doesn't handle it:
- If you run out of AP on Stage4, there's a chance the script just hangs.

I see how the script should escape from "OOAP" conditions. Refining Cancel is called. For whatever reason, it seems that you can run out of AP in stage4 of a combine and not reach the OOAP cState.
 

chockobot

Active Member
my feedback

Hey Xeon. Wanted to drop a feedback for you. I specifically bought the lavish service just for the crafting bot. I like crafting but seriously the tedium of doing it manually is ridiculas.

I got it on Friday, had a few general questions like how to open on console, how to start the isxvg part. Jumped on IRC you guys answered it in about 3 mins and I was off. Litterally from installation of lavish to starting the bot crafting was 30 mins tops.

I've shot up about 20 level so far messing around with the workorders and what not. I have some random errors at times but I find that all I need to do is quit and restart, maybe repath everything and then it's good to go for another few hours. Most the ideas I was thinking of seems to be resolved in this mess of posts. I did have an idea and not sure if it was mentioned or not;

There are some times that you want to turn out a batch of real items. For example blocks for housing. Would it be possible to pick the recipe you want to use and the quality you want and have it just sit and turn that stuff out?

Thanks.
 

Xeon

Active Member
detzX said:
Not sure if i'm doing something wrong or if it's the script but once I hit level 20 I fail probably 3 out of 5 WO now.
Make sure that you have good gear and tools. At level 20 you should be using all +7 tools. Also try to keep your stats and skills on a ratio like so:

28/36/36 Station/Tool/Utility skills
27/27/23/23 to PS/Ingenuity/Finess/Reasoning attributes

Once my station skill (the one with just 1 word) reaches the level I want, I lock it until I level up. You get all your new skill points at levelup and they get allocated within the first few work orders, so if you need to adjust them later, hit the - button on the ones that are too high. You also might want to read this post:

http://www.vanguardcrafters.com/forums/viewtopic.php?t=2769

Side note, does the switching of the toolbelts work, I have it off because I read it was bugged.
Switching tool belts is working perfect now, I suggest you turn it back on.

icepick099 said:
One thing I noticed, and I couldn't see why the state machine in the script doesn't handle it:
- If you run out of AP on Stage4, there's a chance the script just hangs.
Yes, I have a fix for that, just like the OoAP one.

chockobot said:
There are some times that you want to turn out a batch of real items. For example blocks for housing. Would it be possible to pick the recipe you want to use and the quality you want and have it just sit and turn that stuff out?
If you uncheck the 'Full Auto (bot mode)' and turn off 'Auto Table Setup' then you can start the script, select whatever recipe you want, add items to the table and once you finished the 1st step, it will do the rest.

At some point I will add the capability to select a recipe from a drop down, how many of the items you want, etc. No time frame for that though, could be weeks, could be months.
 

Xeon

Active Member
Theras said:
Please allow the selection of up to 4 Fuels.
At 31+ the workorders start requiring different types of fuel. For example, outfitters may need Cure/Cleaner for one WO (refining) and the next may require Cleaner/Softener.
Benelor is working on re-doing the way that Fuel computation and stocking is done. Once his code is checked in and tested, then the script will be able to handle any number of/type of Fuel that a recipe may require.

Welcome aboard Benelor!
 

Truwenswg

Active Member
Good job on the script its getting better and better every update. I'm glad you guys are working hard on this because I would be up a creek without a paddle so to speak. Any way good luck on the updates!

-tru
 

Hendrix

Well-Known Member
wow, sure do wish my script handled that... Oh wait, it did a month ago...
 
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icepick099

Active Member
Another issue I didn't see listed:
Sometimes the kick start action (when a step once thought completed becomes available from a progress penalty) spams the remainder of your AP on an ability you can't perform.

If you need an exact scenario, I can make note the next time I see it happen. I've only seen this bug in T4.
 

Xeon

Active Member
icepick099 said:
Another issue I didn't see listed:
Sometimes the kick start action (when a step once thought completed becomes available from a progress penalty) spams the remainder of your AP on an ability you can't perform.
This has been reworked for the next release (should be tonight) to catch that type of situation. It will still start with the 1st action and work it's way up, but it should not get stuck on a greyed out action anymore.
 

Xeon

Active Member
Released version 0.97

Released 0.97

Code:
 * Version 0.97 -- March 8th, 2007
	Bug fixes for 4th stage with 2+ actions
	Distance check to see if we are too far away from move path
	Removed the need to specify Fuel ... bot determines fuel needs based on Work Orders
	Fix for KickStart greyed out check
 

JumpingJackson

Active Member
Bot will not follow waypints

Heres whats happening:

Im in southwatch. I make a new path going from the finishing blacksmith station around various fences to the finishing WO npc.. then over to the supplies and back to the blacksmith station. I tell the script to start and it just runs straight for the the WO NPC.. if i force it to go around the fences manually when it gets there it says the blacksmith station is too far away in the debug text and stops what its doing.
 

Xeon

Active Member
JumpingJackson said:
Heres whats happening:

Im in southwatch. I make a new path going from the finishing blacksmith station around various fences to the finishing WO npc.. then over to the supplies and back to the blacksmith station. I tell the script to start and it just runs straight for the the WO NPC.. if i force it to go around the fences manually when it gets there it says the blacksmith station is too far away in the debug text and stops what its doing.
First, blow away your vgcraft/save directory, then re-download the 0.97 zip file again.

Extract it to your InnerSpace/scripts directory.

Start up InnerSpace and Vanguard and run the vgcraftbot script.

Make a path as usual (craft station -> Work order NPC -> Supply NPC -> back to craft station)

Be sure to stand in front of your Craft Station when you hit the start button. It may run to all 3 places before it gets started, but should work correctly.

If not, then I will need your scripts/save/ToonName/xxcraft-output.log file to figure out what the problem is.

EDIT:
There is a problem with the script not clearing the setPath variable correctly, so try not to create/remove paths over and over, as it will get confused.
 

Theras

Active Member
I've always had a problem with the bot going off course and getting stuck on fences/walls/etc. I've tried varying levels of path and target precision with no luck. The bot will run fine for 5 minutes.. 10 minutes.. 5 hours.. and then it randomly decides "Hmm, the fence looks nice!" and starts going on a completely different path than the one I have set, or a variation of it.

Any other people experience this or know a way to resolve it aside from not doing this near fences? =)
 

chockobot

Active Member
Here's a problem I was having last night. I would set all my checkpoints and start the script. I would run fine and start crafting, then turn in work order then go to the supplier and buy/sell. Then it stops and the vgcraftbot window dissappears.

I am using the .97 version. The only thing I do different from below is I actually have items in the sell items tab.
 

Tookie

Active Member
chockobot said:
Here's a problem I was having last night. I would set all my checkpoints and start the script. I would run fine and start crafting, then turn in work order then go to the supplier and buy/sell. Then it stops and the vgcraftbot window dissappears.

I am using the .97 version. The only thing I do different from below is I actually have items in the sell items tab.
im having the same exact problem, it seems that it does it when the first bag is full and it trys to buy fuel
 

chockobot

Active Member
Tookie said:
im having the same exact problem, it seems that it does it when the first bag is full and it trys to buy fuel
What do you mean? I have a ton of bag spaces avaiable.. Saddlebag I guess would be my first bag but I didn't check to see if that's full.
 

icepick099

Active Member
Xeon said:
This has been reworked for the next release (should be tonight) to catch that type of situation. It will still start with the 1st action and work it's way up, but it should not get stuck on a greyed out action anymore.
I'm running v0.97 and still seeing KickStart eat up all my AP.

Circumstances if it matters:

WO = Batch of Silkbloom Cloth
Stage layout:
1- 234 - 56 - 7

Step2 is the utility step where we have 6+ actions
Step3 is a tool step
Step4 is a station step (in case any of this matters)

Progress reaches 95% spamming Step2 progress actions and Step3 progress actions (which are greyed out) and Step4 station actions. Tool progress penalty complication comes up. Two rounds to fix, Progress is lowered to 90% and Step3 (tools) is lit back up.

Step4 progress is used (bringing progress to around 95%) leaving only Step3 (tools) available to use. KickAction is called and spams Step2 (utilities) progress actions until AP is used up.

I'll try and make note if I see it again.

Good work on fuel/supplier fixes. Funny thing with that... some outfitter recipes say they require "treatment" but actually don't ever use them. But, that's not a script problem just a game bug. I just keep 10 bag slots open for treatment so I don't resupply ever. Very well written. Keep up the good work.
 
C

cwshubby@yahoo.com

Guest
Pathing with walking NPC's? and Path w/o moving?

When setting a path do we have to add point for every turn we make?

Also, how does one get the path to work properly when the WO npc walks between 2 spots?

I would like to just go select the work orders myself(focusing only on minerology) and then run the bot for it to complete all work orders, then quit so I can turn in my WO's and select more.

Is this possible?
 

Xeon

Active Member
cwshubby@yahoo.com said:
When setting a path do we have to add point for every turn we make?
Yes

Also, how does one get the path to work properly when the WO npc walks between 2 spots?
Pick a spot that has line of sight to the WO NPC at both ends of his route and use that point to 'Set Work Order NPC'

I would like to just go select the work orders myself(focusing only on minerology) and then run the bot for it to complete all work orders, then quit so I can turn in my WO's and select more.
Yes, just uncheck the 'Full Auto (Bot Mode)' under the Options tab.
 

Xeon

Active Member
chockobot said:
Here's a problem I was having last night. I would set all my checkpoints and start the script. I would run fine and start crafting, then turn in work order then go to the supplier and buy/sell. Then it stops and the vgcraftbot window dissappears.

I am using the .97 version. The only thing I do different from below is I actually have items in the sell items tab.
I had a bug in some distance checking code. Upgrade to 0.97a and you should be fine.
 

JumpingJackson

Active Member
Ignoring moderate comps

I am lvl 27 BS, when i do WO's that require fuel and then a comp that requires OIL to fix it just ignores it even though it has a remedy available that uses a tool. Here is my log:

13:00:47::VG: (78):() :: New complication: Bellows Damage!
13:00:47::VG: Found a Complication
13:00:47::CA: Great!
13:00:47::State: 3
13:00:47::progress: 52.777779
13:00:47::Quality: 32
13:00:47::VG: (78):() :: Fuel progress: Great!
13:00:47::CheckComplications() called
13:00:47::Complictions Found: 1
13:00:47::Corrections Found: 1
13:00:48::Corrections Found: 1
13:00:48::Correction requires (HAVE): Oil
13:00:48::Correction requires: Calipers
13:00:48::VG:Correction: Rig Bellows
13:00:48::VG: (78):() :: Missing item of type: Oil
13:00:48::VG: missing ITEM!

And yes i have calipers in my tool bag
You will notice on 13:00:48::Correction requires (HAVE): Oil
It says i have Oil but i dont have it on my workbench.. in my inventory yes.. but not on my work bench.

Now if i get the same complication while doing a workorder that requires Oil in the first place it works fine.

Obviously i could add Oil to my woExtra's but that borks up when it goes to resupply. Either way i am pretty sure there is a bug here.
FYI using latest .97, ISXVG from a clean install.
 
Last edited:

Xeon

Active Member
JumpingJackson said:
You will notice on 13:00:48::Correction requires (HAVE): Oil
It says i have Oil but i dont have it on my workbench.. in my inventory yes.. but not on my work bench.
The problem is that ISXVG does not (yet) have a way of knowing what is on the Work Table, so I use the list of Fuel + Extra items to decided if we can use a Correction that requires that type of item.

This errors when you have recipes that require Oil in your Work Order list, but are currently working on one that does not use Oil.

I've added a check which will try a 2nd fix if the 1st one fails with the No Item or No Tool error message... Will be in the next release.
 

Xeon

Active Member
kingfisher said:
Infinite loop. It doesnt seem to look for the same number of supplies in the bag as it wants to buy.
There is a bug in ISXVG where it doesn't get the Quantity value for an Inventory item. Amadeus is working on it now.
 

Xeon

Active Member
kingfisher said:
3 part stage 2, oiling(major utility) step is first step of it, it will pump extra quality even if it is not checked and will continue until it runs out of utilities and is forced to abort, no matter what the quality is at.
I forgot to check the ExtraQuality flag in a section of code, has been fixed for next release.

The problem you are having is that it ran out of Fuel while trying to pump quality. You had plenty of action points left, just not enough Ingredients.

I've added a new check so that once it get's down to 10 Fuel left, it will no longer try Quality actions, only Progress. Will be in next release.
 

IeU

Active Member
xeon, there is still a problem with the patching and the action of opening doors . . .
would be nice to see too in the next release, the batch ( 5 ), set ( 3 ) and 1 WO items option
 

kingfisher

Active Member
Xeon said:
I forgot to check the ExtraQuality flag in a section of code, has been fixed for next release.

The problem you are having is that it ran out of Fuel while trying to pump quality. You had plenty of action points left, just not enough Ingredients.

I've added a new check so that once it get's down to 10 Fuel left, it will no longer try Quality actions, only Progress. Will be in next release.
Well it would be ok for it to try quality later when there is only tool steps left once it finishes the utility steps.
 

alphazero

Active Member
; Make sure we can get the name of the toon
if ( ${Me.FName.Equal[NULL]} || ${Me.FName.Length} <= 0 )
{
VGEcho "VG: ERROR, can't get Toon Name! (${$Me.FName})" > screen
return
}
else
{
; Get the First Name and use that to store save info
savePath:Set["${Script.CurrentDirectory}/vgcraft/save/${Me.FName}"]

seems to be giving me problems. IT worked fine last night, now it doesnt... lol
 

kingfisher

Active Member
That seems to be a problem w/ the patcher and isxvg from what i have seen. If you run it twice. The first time it errors out when it first loads isxvg b/c it is running the patcher. But you can up arrow and run it again and it will work. Could probably be fixed w/ a delay being added at the start of the script. But just a guess.
 

alphazero

Active Member
I just did the old skool blunt force method, i used the characters name, and it loaded thru... that seems to help it
 

kingfisher

Active Member
Sometimes there will be a -progress penalty at the beginning of a stage. It will change the percent each section of the step has to fill. So a 2 step stage would grey out one step at 50%. But you can get the complication and 1 step will be 34% and the other will be 66%. The script will keep spamming one step trying to get it to 50% it looks like when it isnt possible before switching to the next step(which it doesnt do cause it spend all of the AP spamming a greyed out item).
 
F

firestorm5636

Guest
mmm I hope I dotn get bashed for posting in the wrong area...anyways here it goes...Im having a issue with the finishing station for lvl 24 weaponsmith...no matter what quality I set it seems to want to do around 50% or higher...and will OFTEN fail the work order due to that. Dont know what to do...thanks great tool!!!
 

Xeon

Active Member
firestorm5636 said:
mmm I hope I dotn get bashed for posting in the wrong area...anyways here it goes...Im having a issue with the finishing station for lvl 24 weaponsmith...no matter what quality I set it seems to want to do around 50% or higher...and will OFTEN fail the work order due to that. Dont know what to do...thanks great tool!!!
What version are you using?

You might try unchecking the 'Extra Quality' checkbox on the Options tab, see if that fixes the issue.
 
F

firestorm5636

Guest
VGCraftbot version 0.97a

Pump Extra Quality is not checked
 
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