VGCraftBot -- Beta Testers wanted

Status
Not open for further replies.

Xeon

Active Member
Right now, there is no way to find out what type of Fuel is required for a recipe from the Work Order NPC, so I just keep 10 of each type of Fuel in inventory since you have a 30-40 slot bag.

However, I could run to the Crafting Station after getting the WO and parse through each recipe, gathering the Fuel requirements.

This would mean an extra trip each cycle, but fuel could then be automaticaly set based on recipe, instead of hard coded (or user selected from the UI).

Is it worth the time and code?
 

don'tdoit

Active Member
personally, when i'm crafting, i keep 10 stacks of each fuel type I need. that always has enough fuel to do 3 Batch WOs. That way I only have to buy once per batch of WOs.
 

Amadeus

The Maestro
Staff member
However, I could run to the Crafting Station after getting the WO and parse through each recipe, gathering the Fuel requirements.
This is the only way that it can be done.


You do realize that you're duplicating work that has already been done and is working near perfectly at this point? I hate to keep bringing it up, but it's very disheartening to see this when you could be perfecting the actual crafting portion of the script instead of adding functionality to which users already have access.

Hell, it'd be better if you broke your script up into two pieces ...the crafting portion, and then the work order portion. Then at least people could use the crafting portion with other scripts. By combining everything together it's making your life harder since it creates more bugs and makes things ever so much more complicated. Plus, it's forcing people to make a choice between scripts. Which, I guess isn't a bad thing ....but, since the other is already working near perfect (just needs a little tune-up on the actual crafting portion...which is in the works), I'd just hate to see you go through all the work and then have no one want to use it.
 

Xeon

Active Member
Yes, I know....

Amadeus said:
This is the only way that it can be done.
Yes, I know, which is why I asked what people wanted. Either way is kinda klunky, but at least the crafting station check is automated. You either have to select the fuel you want to stock or add the extra step.

EDIT: crap removed
 
Last edited:

Xeon

Active Member
Crafting AI improvements

Here are some of the crafting AI improvements I am working on:

* Fix very low cost Complications of there are more than 2

* Fiddle with the Complication fixing code based how many AP we have left

* Find a way to see if we have the 'Station' step in Stage 2, if so pump it hard before working on Quality.

Digest the info at this URL to see if I can optimize anything else.
 
Last edited:

IeU

Active Member
* The movement could be a lot smoother then what it is now. The delay between getting to a waypoint and then telling the bot to move to the next seems to be too high. The char stops every waypoint to "think" what do do next.

* i have ran out of an ingredient ( cleaner ) during the crafting and the bot would just stands there with the crafting window open.

* The items window in the CraftBot isnt working, i tryed to add some items to be sold and they wouldnt be added to the list at all.
 
Last edited:

verythaiguy

Active Member
Bugs

There needs to be a way to delete paths for instance if you mess it up setting the path up and you want to delete it.. there's no way to do it.

Also... if there's any way to eliminate that brief pausing between the last point between craftstation and workorder person.. when it tries to look for where the work order person is it pauses like 2 seconds then it runs to the workorder person and selects her...

Lastly, i think it would be much better to remove the wait 5 after the open door command, because that way you could just put down lots of door waypoints before and after the door and it'l run right up to the door and open it and keep moving all in one fluid movement instead of stopping right at the door, opening it and going thru. If the latter occurs when the door is open.. it'll be a bit odd to stop at an open door and then move :S.
 

Xeon

Active Member
Tuche said:
* The movement could be a lot smoother then what it is now. The delay between getting to a waypoint and then telling the bot to move to the next seems to be too high. The char stops every waypoint to "think" what do do next.

* i have ran out of an ingredient ( cleaner ) during the crafting and the bot would just stands there with the crafting window open.

* The items window in the CraftBot isnt working, i tryed to add some items to be sold and they wouldnt be added to the list at all.
Good suggestions! Keep 'em comming!

I've taken out the delay in the movement between waypoints and added a 0.1 second wait when trying to open doors (and two open door commands) so that should be smoother also.

0.94 handles running out of Ingredients much better. It also checks for Supply amount and won't run to the Supply NPC if you don't need to after the WO NPC.
 

Shaba

Active Member
Amadeus said:
This is the only way that it can be done.
Actually, if you could figure out how to parse the ability window, all of the recipes are listed there, just like in the refining window.
 

verythaiguy

Active Member
List of final bugs:

1. Needs to buy items from supplier much faster :)
2. Still having major difficulties in Leth Nurae with moving workorder person and then automatically trying to run right back to craftstation. Xeon if you would like you can contact me on IRC and I'll give you my account/password so you can log in and test it out with my guy.
3. It needs search through the inventory and acrtually open up the supply packs we get as rewards... if this is done then we'll save MUCH more room on inventory and it'll be less likely that we will have a full inventory and not be able to complete anymore workorders (the vases that come in the supply packs can stack up.. as well as other items can stack up)...
4. Item selling needs to be implemented.
 

Xeon

Active Member
verythaiguy said:
1. Needs to buy items from supplier much faster :)
Done for 0.94

2. Still having major difficulties in Leth Nurae with moving workorder person and then automatically trying to run right back to craftstation.
0.94 has much better 'moving NPC' detection routines

3. It needs search through the inventory and acrtually open up the supply packs we get as rewards... if this is done then we'll save MUCH more room on inventory and it'll be less likely that we will have a full inventory and not be able to complete anymore workorders (the vases that come in the supply packs can stack up.. as well as other items can stack up)...
4. Item selling needs to be implemented.
Once I add those two things, I'll release the 0.94 version... Hopefully tonight sometime.
 

verythaiguy

Active Member
Thanks so much xeon (by the way I am Allen from the IRC in case u didn't know ;)). ANyways.... one last BUT HUGE bug and very vital.

Let me explain it :

When it happens the debug msg is KICKSTART and what happens is it succesfully keeps doing an action in a GRAYED OUT SPOT on step 2... and it says "good" "fair" etc. on that grayed out spot... yet no progress or quality is going up at all. And it just keeps doing this until AP runs out even though it had like 600 or 900 ..

This happens pretty frequently too :(. If you could fix that I have to succesfully say ur bot just dominates!!
 

verythaiguy

Active Member
One last thing.

I think the AI on step 3 when it sees that we have about 300 or so AP left to spare, and it chooses a certain action that subtracts progress at the expense of increasing quality by a lot. It's awesome that it does this... but it likes to do it and whne there are 2 or more complications.. it can't get its lost progress back up in time to succesfully finish step 3 and move on to step 4.. so it just runs out of AP points simply because of faulty AI :S. If this can be fixed you are the man!
 

Xeon

Active Member
verythaiguy said:
I think the AI on step 3 when it sees that we have about 300 or so AP left to spare, and it chooses a certain action that subtracts progress at the expense of increasing quality by a lot. It's awesome that it does this... but it likes to do it and whne there are 2 or more complications.. it can't get its lost progress back up in time to succesfully finish step 3 and move on to step 4.. so it just runs out of AP points simply because of faulty AI :S. If this can be fixed you are the man!
The KICKSTART bug where it chooses the wrong Action has been fixed in 0.94

I added another check for the Stage 3 PUMP Quality, if we have 2+ complications, only do progress.

--

Also here is the list of stuff that is in the next release (just need to do some more bug checking and then will release sometime late tonight)
Code:
 * Version 0.94 -- Feb 26th, 2007
	Massive number of bug fixes
	Significant Crafting Action AI changes
	Better target selection code (now uses distance checks)
	Wandering NPC check and wait state
	Will detect when your Toon logs out and will stop script
	Sell Code and UI implemented
	Expand Reward Packs/Bags before selling
	Allow ANY Difficulty work order selection
	Allow switching Tool Belts when required
	Allow Loading Extra ingredients at Table Setup
	Added 5 minute KickStart timer
 
Last edited:

verythaiguy

Active Member
For some reason it doesn't select new workorders for an outfitter refining job... Didn't try the normal job, but it goes to the workorder person, selects the person and about a second later without getting anything shuts down the window.. runs back to the utility craft station and finds it has no workorders so it runs back to the finishing person again. And this keeps happening over and over again.

Also, there is no way to delete an item off the list of sell items. You can make ti like Hendrix's script where you just right click on the item and it deletes it.. It might be easier to do that than make a whole new delete button.

Other than that it's awesome!!!
 

keelo

Active Member
I can't seem to get a path setup without the path it runs making me double back-and-forth at points on the path. It makes me run very "bot-like". This doesn't happen with vgworkorder using paths created by vgpather. Also I have it set to grab recipes with Easy or Moderate and it wants to get the ones labeled "Downright Impossible" (which strangely seem to be very easy and give no exp).


Thanks
 

Xeon

Active Member
keelo said:
I can't seem to get a path setup without the path it runs making me double back-and-forth at points on the path. It makes me run very "bot-like". This doesn't happen with vgworkorder using paths created by vgpather. Also I have it set to grab recipes with Easy or Moderate and it wants to get the ones labeled "Downright Impossible" (which strangely seem to be very easy and give no exp).
Yeah, the pathing code still needs some work.... I noticed that if it passes a waypoint, it will turn to face it, then move onto the next one.
I need to rewrite it so that it will detect bouncing off walls, etc, so I'll take a look at smoothing it out at the same time.

Hmm, not sure what's going on with the 'Downright Impossible' work orders. I'll take a look and see if I can fix that.

Thanks for the bug report!

EDIT:
For Next Release 0.95
I've added Path Precision and Target Precision settings so that you can change how close to the waypoint/NPC/station the script will attempt to get. Adjust these up or down will change how "smooth" your toon moves. Larger numbers will give smoother movement, but can cause pathing issues such as running into walls, overshooting targets, etc. Smaller numbers will give jerkier movement, but be more precise when trying to move through doorways, etc.
 
Last edited:

milamber

Active Member
Xeon,
I had the problem with downright impossible as well.. the thing is, in the vanguard ui they are called downright impossible.. but if you echo the difficulty out its actually called Trivial

So you need to put another check in:


Code:
elseif ( ${sDiff.Equal[Trivial]} && !${doVeryEasyWO} )
				continue
(just used ${doVeryEasyWO} because I didnt wanna mess around with the rest of yer code)
 

Xeon

Active Member
milamber said:
Xeon,
I had the problem with downright impossible as well.. the thing is, in the vanguard ui they are called downright impossible.. but if you echo the difficulty out its actually called Trivial
Good info, thanks!

EDIT: Fixed for next release -- New checkbox added for Trivial work orders
 
Last edited:

Flip4431

Active Member
Also Just ran it a few hours to check it out works great, only problem i have is that when i first started i was trying Easy on A's, when i changed it back to do C's on moderate, itll keep trying to make A's for some reason. Maybe its just me but might be something to look into.

Thx for you work appreciate it.
 

milamber

Active Member
its always trying to use up all the points, to get the best result.. what you set at the beginning is the lowest you agree with.
 

Weizen

Active Member
Im using it and it will not get get workorders. It keeps running back and forth between the forge and the vendor. Anyone else having this issue?

Weizen
 

verythaiguy

Active Member
1. It's not chosing only minerology workorders.

I'm focusing on minerology and unfortunately there's no place to chose what type you want as a primary workorder and what you want as a secondary workorder. It'd be awesome if I could set my primary workorder that I want as "minerology" and my secondary as "artificing" because right now my minerology is like 112 and my artificing is up where it shoul dbe at 220. If this could be fixed, I would very very much appreciate it +).

(Also would be nice if all you needed to oupt in was just one word of say "Coin" isntead of "Lucky Coin".)


2. I've been noticing problems on step 2.. it's trying to jack up the quality so much that it barely end step 2 with any AP left.. and it gets about 75 percent done step3 then runs out of AP, when if it didn't jack up the qualityin step two it would have completed it =(.

3. In step 3, I've been noticing that it thinks he should keep pumping quality and it does and that's good, but when it finally choses to go back to progress it runs out of AP before it can finish step 3. So I one idea I came up with was that you could take the average progress completed on step 3 for each time you do the action, and then factor that into how much quality pump/ap points you should use up before you go back to progress again to finish out step 3. Bcs, right now its incorrectly judging when to stop extra pumping and go back to progres. (this usually happens for moderate workorders (level 22).

4. In thinking about it... we deifnitely want to just finish workorders instead of trying to get the most quality out of them. I adjusted the two lines of code for when "ap low- focus on progress only" debug msg and changed the percent value to < 85 percent and the one below it <70 percent...

5. For step 2 pumping extra quality... I don't even think we should even pump extra quality on step 2. It's WAAYY to risky. Especially since we have a whole step 3 to do and we can do the pumping in step 3. And also.. we have to remember pumping extra quality ISN"T even something we really want all that much. I'd much rather finish a workorder than run out of AP poitns because of pumping extra quality, especially since I have already reached my target quality level that I set on the slider bar.

I'd say... the following code needs some editing :):

if ( (${Refining.Stage.Index} == 2) && (${Refining.Stage.StepCount} > 1) )
{
; In Stage 2, there are at least 2 steps and most of progress done
; and have lots of action points, pump Quality!
if ( (${apLeft} > 1000) && (${Refining.Quality} < 850) && (${Refining.CurrentRecipe.ProgressBarPct} > 70) )
{
call DebugOut "VG: Pumping EXTRA quality!"

call TryQualityAction
if ( ${Return} )
return TRUE
}
}

6. The fuel buying could be just a tad bit faster. I went in and got rid of the second wait 3 and just commented those all out in each set. And the wait 10 before the actually buying I changed to wait 3. Everything seems to be working perfect so far... so just thought I'd tell you it might be awesome to take it at least down to a wait 5 and comment the second wait 3 in each pair (I think amadeus' moving into bag function already has a wait 5 in it, which I think might make the extra wait 3 afterwards extraneous. )

** EDIT ** These things are for level 22 and at these times mentioned I have a max of 2500 ap. So.. if you think about it the AI so far works perfectly for lower levels.. but when u have a max of 2500 AP, the scale is a little different. So if you're trying to pump quality on step 2 and have more than 1000 ap points left.... that 1000 ap value has just scaled up because of the new max 2500 AP points... so just a thought. :)

I hope you understand I'm nto trying to complain at all. I love this program and want to help you make it the BEST possible vgcraftbot program EVER. Also, since I'm going to be using it to level up to 50 in crafting it needs to work perfectly =) =). Thanks xeon.
 
Last edited:

Flip4431

Active Member
I agree it seems on moderates, it keeps pumping untill i run out of solvents half way through step 2, this is at level 26 mind you. Need a way to make it Stop when it hits C just so we can finish the workorders, other then that fine script sir.
 

verythaiguy

Active Member
for aquick fix to go vgcraft/action-logic.iss and go down to that above script example i pulled from above.. and change the values to > 1400 or >1600 or even make it >2000 if you never wanna go thru pumping action at step 2.
 

Xeon

Active Member
Weizen said:
Im using it and it will not get get workorders. It keeps running back and forth between the forge and the vendor. Anyone else having this issue?
It checks the WO available from that NPC against your skills. If you have at least 1 point in a WO required skill, it will take it (if it also matches your UI selected difficulty levels).

I wonder if it's failing on the skill match....

I'll need to look at your Scripts/vgcraft/save/<TooName>/xxcraft-output.log file to know what is going on.

Either past if here or send it to me (BE SURE TO REMOVE TOON INFO FROM FILE)
 

lovi

Active Member
Xeon said:
I wonder if it's failing on the skill match....
You are traversing the workorders in wrong order. From trivial to difficult.
The old while in a previous version works correct;
variable int iCount = 1
do { ... } while ( ${iCount:Inc} <= ${TaskMaster[Crafting].AvailWorkOrderCount} )
 

Xeon

Active Member
I do that intentionally, so that lowbie toons (or toons that have just leveled) have a chance to build up their skills before attempting the higher work orders.

EDIT:

Would people like that to be a UI choice?
 
Last edited:

puterbot

Active Member
would love to have it go from hardest difficulty selected to easiest. That way when it runs out of moderates it can do easy ones til moderates are there.
 

Twiddle

Active Member
Xeon said:
Would people like that to be a UI choice?
Yes please! :)

Besides, i did a little brainstorming on the script... It works really well, but i'd love to see a few improvements. For instance...

Fuelinput
Besides, the fuel-input fields that youve implemented doesnt quite work.

Workorder Priority
A nice addition would be a way to prioritize in what order you wanted the workorders.

1: Easy
2: Very easy
3: Trivial
4: Moderate
5: Difficult

So you wouldnt just hang out at the workorder giver untill you had available workorders.

Sellling
A way to remove stuff from the sell-window would be nice as well.

Using doors
And when using door-plots, you should get closer to the actual point where it was set... So you are sure to hit get through the door instead of sliding off one of the walls :)

Positioning yourself
Check that you dont stand on top of someone else when crafting - that usually annoys people (like me). Maybe add an option for doing a little random move once in a while when standing there crafting.

Choosing Subclass
When you grab workorders you should only grab the types you want, like i as an artificier, mineralogist, would HATE to get carpentry recipes :) My carpenter doesnt like mineralogy recipes... Get the picture? :)

Improved Movement
When you start the script it seems like its finding out what the heck to do now. Its running a lil confused around, instead of checking, hey - where am i, what should i do.

Also, when you run from the merchant to the craftstation, you run to the taskmaster inbetween - that looks a little stupid from the outside :) Please, put in a movement path between the supplier and craftstation so it can run a direct path.

Important stuff
On the about-page you should add "Twiddle Rocks", just for the heck of it...

Raw-boost
You should have a toggle button so you could make it use / not use raws to boost quality in your work-orders.

Delay between reactions
It would be nice to be able to customize delays between reactions. If you look at a bot you can see that the crafting-emotes comes rapidly after eachother. Customizing a little delay there would be nice. But powercrafters should have the ZERO-DLY ability :)

Buying too much?
And for some reason i always end up with a LOT fuel... Thats actually why i run out of space the most of the time... Because it bought too much? Or is it because of the rewards from workorders...?

Other scripts
Implement VG-Alarm now that you build everything together anyways?

Movement - Lets jump!
Make jump-spots too, so you can make your char jump when its moving. I do that all the time - maybe an option for "random jumps" when you can see there's a long way to the next point, it could random jump a lil'... and forced jumps if you had to jump up an edge, or jump down (i always jump, even if its down in a whole, it just feels natural)...

Statistics
A stat-tab where you can see how many workorders uve done through time, how many per hour that the script has been running, how much exp gained total, how many you complete, how many you have to abandon... how much money you've spend on fuel/oil/solvent/etc... how much money youve earned... SO much stuff to put there :)


Thats it for now - hope you could use some of the ideas :)


~
 
Last edited:

Xeon

Active Member
Twiddle said:
Fuelinput
Besides, the fuel-input fields that youve implemented doesnt quite work.
I'll do some more testing around that.

Sellling
A way to remove stuff from the sell-window would be nice as well.
Select an item in the list, then Right-Click to delete

Using doors
And when using door-plots, you should get closer to the actual point where it was set... So you are sure to hit get through the door instead of sliding off one of the walls :)
Next release will have a Path Precision button that will allow you to adjust how close to each waypoint it will try to get. If you have doors in your path, you should probably set it lower (like around 140-150)

Choosing Subclass
When you grab workorders you should only grab the types you want, like i as an artificier, mineralogist, would HATE to get carpentry recipes :) My carpenter doesnt like mineralogy recipes...
The problem is that there is no way to tell what Profession a crafter is, thus making this difficult to auto-detect. What I do right now is check each recipe against your Skill level, if the required skill for that Work Order is > 1 then you can select it.

From my observations, it only appears that NPC's offer you Work Orders that fit your skill set. Yes, some of them say "Wood blah blah" but they in fact use "Forming", etc skills that are common between Mineralogists and Woodworkers, thus are not specific to either one.

Improved Movement
When you start the script it seems like its finding out what the heck to do now. Its running a lil confused around, instead of checking, hey - where am i, what should i do.
In fact, it's doing exactly that. I have no way to know if you have any Work Orders until I goto a crafting station. Once that's been checked, I then can tell if I need more Fuel. Otherwise it's off to the Work Order NPC.

Also, when you run from the merchant to the craftstation, you run to the taskmaster inbetween - that looks a little stupid from the outside :) Please, put in a movement path between the supplier and craftstation so it can run a direct path.
YOU are the one who made that path... the script just does what you tell it to!

Important stuff
On the about-page you should add "Twiddle Rocks", just for the heck of it...
I would have... except see the item above this one :evil:

Raw-boost
You should have a toggle button so you could make it use / not use raws to boost quality in your work-orders.
Yep, it's on the to do list. Right now, you can select the 'Pause for table setup' is you wish to add it manually.

Other scripts
Implement VG-Alarm now that you build everything together anyways?
Yeah, I have been thinking about adding both that and an Auto-responder that allows you to build Query+Answer pairs. So if someone /tell's you "Hey, you around" you can auto-respond with "yes, but too busy to talk", etc.

Statistics
A stat-tab where you can see how many workorders uve done through time, how many per hour that the script has been running, how much exp gained total, how many you complete, how many you have to abandon... how much money you've spend on fuel/oil/solvent/etc... how much money youve earned... SO much stuff to put there :)
Once I've finished all the functionality, I'll start working on the gravy, but yes, a HUD will get put in eventually :yea:
 

Twiddle

Active Member
Xeon said:
Select an item in the list, then Right-Click to delete
Doesnt work, it seems? Trying to delete SellItem NULL.

Xeon said:
The problem is that there is no way to tell what Profession a crafter is, thus making this difficult to auto-detect. What I do right now is check each recipe against your Skill level, if the required skill for that Work Order is > 1 then you can select it.

From my observations, it only appears that NPC's offer you Work Orders that fit your skill set. Yes, some of them say "Wood blah blah" but they in fact use "Forming", etc skills that are common between Mineralogists and Woodworkers, thus are not specific to either one.
Hmm, well - you could make it a choice then? :) Like VGWorkOrder, that worked pretty nice. My level 19 carpenter kept getting mineralogy recipes and failed very bad :)

Xeon said:
In fact, it's doing exactly that. I have no way to know if you have any Work Orders until I goto a crafting station. Once that's been checked, I then can tell if I need more Fuel. Otherwise it's off to the Work Order NPC.
Odd... Even if i have Work-orders, all the fuel it need, and i start it next to the craftingstation, it has to take a lil' walk in the park first, hehe.

Xeon said:
YOU are the one who made that path... the script just does what you tell it to!
Well, the way i understood the UI was to set path from craftstation, to WO NPC then to supplier - thats it :) Can you do something else to give it a path from the craftstation from the supplier that isnt past the WO giver?

Xeon said:
I would have... except see the item above this one :evil:
So much for givin' input :cool:

Xeon said:
Yep, it's on the to do list. Right now, you can select the 'Pause for table setup' is you wish to add it manually.
Perfect!

Xeon said:
Yeah, I have been thinking about adding both that and an Auto-responder that allows you to build Query+Answer pairs. So if someone /tell's you "Hey, you around" you can auto-respond with "yes, but too busy to talk", etc.
Great idea.

Xeon said:
Once I've finished all the functionality, I'll start working on the gravy, but yes, a HUD will get put in eventually :yea:
Haha, wonderful!

~
 

sumdumgai

Active Member
Xeon said:
I'll do some more testing around that.

In the VGCraftUI.xml it appears you left out the onKeyboardExit event to set woFuel1. So when someone inputs their fuels, the first one doesn't take. The second one does however.
 

Xeon

Active Member
sumdumgai said:
In the VGCraftUI.xml it appears you left out the onKeyboardExit event to set woFuel1. So when someone inputs their fuels, the first one doesn't take. The second one does however.
Now those are the types of bug reports I love!

Thanks dumb guy :p

EDIT: Fixed for next release. It will also save that info in your config file (kinda forgot that one the first time around)
 
Last edited:

Xeon

Active Member
Twiddle said:
Doesnt work, it seems? Trying to delete SellItem NULL.
Hmm, Ok, I think I see the problem. Should be fixed in next release.

Hmm, well - you could make it a choice then? :) Like VGWorkOrder, that worked pretty nice. My level 19 carpenter kept getting mineralogy recipes and failed very bad :)
You need to set your skill levels in game, so that Mineralogy goes to zero. Open your Char, select the Crafting tab, then the Skills tab down on the bottom. Click the - button next to mineralogy and it will go down to zero.

Well, the way i understood the UI was to set path from craftstation, to WO NPC then to supplier - thats it :) Can you do something else to give it a path from the craftstation from the supplier that isnt past the WO giver?
All the Add Point and Door Point buttons are the same, do the same thing, etc. I just tried to lay them out so people would naturally follow the order.... However, I ran out of room for the last row. So just hit the Add Point button back to where ever you wanted to go.

Do people think the Pathing UI makes sense? Would you like to see it arranged differently? More buttons, less buttons, etc..... I want feedback!
 

Twiddle

Active Member
You need to set your skill levels in game, so that Mineralogy goes to zero. Open your Char, select the Crafting tab, then the Skills tab down on the bottom. Click the - button next to mineralogy and it will go down to zero.[/QUOTE]

Yeah, tried that on some of my other chars, worked just fine... But accidentially i got my mineralogy skills to 25 on my carpenter, and it doesnt seem to move down that fast, especially not when its doing mineralogy recipes half the time :)

Xeon said:
All the Add Point and Door Point buttons are the same, do the same thing, etc. I just tried to lay them out so people would naturally follow the order.... However, I ran out of room for the last row. So just hit the Add Point button back to where ever you wanted to go.
Ah, okay - that makes sense then :)

Xeon said:
Do people think the Pathing UI makes sense? Would you like to see it arranged differently? More buttons, less buttons, etc..... I want feedback!
I loved it, my gf made a path without askin' for help, so i must say - its intuitive... Well, except for the part described above ;-)

Love the UI.

~
 

Shaba

Active Member
Twiddle said:
But accidentially i got my mineralogy skills to 25 on my carpenter~
You probably just had the civic buff which gives +25 to artificing skills, which messes up Xeon's skill detection.
 

Xeon

Active Member
Shaba said:
You probably just had the civic buff which gives +25 to artificing skills, which messes up Xeon's skill detection.
Oh for fuck sake!

Anyone happen to know what skill levels a newbie level 1 starts out with?

EDIT:

So here is the problem that I cam trying to solve:

Before you specialize, you can have up to 6 (or 12) different Skill Requirements for a work order recipe.
After you specialize, you have 4 different Skill Requirements for a work order recipe (well, the list offered will still have 2 from the parent skill you did not specialize, but we want to ignore those).

Instead of building another tab will all kinds of drop-downs, etc I'd like to solve this problem programatically. However, I don't want to hard code a table with Parent Skills/Specializations to child skills.

Right now I just punt and select work orders with a Skill Requirement that your toon has over 1 skill point in.

That works fine until you spec your skills, then it breaks down if the toon has not dropped their non-spec'd skill to zero or a Diplomacy buff raises it +25.

Any ideas?
 
Last edited:

gp1001

Active Member
Xeon said:
All the Add Point and Door Point buttons are the same, do the same thing, etc. I just tried to lay them out so people would naturally follow the order.... However, I ran out of room for the last row. So just hit the Add Point button back to where ever you wanted to go.

Do people think the Pathing UI makes sense? Would you like to see it arranged differently? More buttons, less buttons, etc..... I want feedback!
ok, can you clearify how the pathing is supposed to be setup because after creating my path it does the same thing mentioned in the above posts by Twiddle.
 

keelo

Active Member
Is there a way you could add the ability to specifically add "Batch" only work orders? Like for grinding for rares. Hopefully this will be effective with improved problem solving allowing for consistent A grades.
 

Xeon

Active Member
gp1001 said:
ok, can you clearify how the pathing is supposed to be setup because after creating my path it does the same thing mentioned in the above posts by Twiddle.
After looking at the code again, I realized I was wrong.

For next release, I've re-done the Move UI and pathing to allow you to set a return path from the Supply NPC to the Crafting Station.

However, this requires you to re-do all your paths again, as the old ones won't work correctly.

Testing tonight and will put out 0.95 tomorrow
 

Weizen

Active Member
I have a request as well. Can you please make it to where you can have the same person who gives out WO be the same person you buy supplies from. I can get it to set them but it will never buy the supplies it stands there accepting and abbandoning the WO instead of bringing up the supplies window. There are several spots in the world where the WO also sells the supplies. Thanks!

Love the program!

Weizen
 

Xeon

Active Member
Weizen said:
I have a request as well. Can you please make it to where you can have the same person who gives out WO be the same person you buy supplies from. I can get it to set them but it will never buy the supplies it stands there accepting and abbandoning the WO instead of bringing up the supplies window. There are several spots in the world where the WO also sells the supplies. Thanks!
Does it close the NPC window between attempts?

Or is this the zero length path issue?
 

desire

Active Member
Xeon said:
Oh for fuck sake!

Anyone happen to know what skill levels a newbie level 1 starts out with?

EDIT:

So here is the problem that I cam trying to solve:

Before you specialize, you can have up to 6 (or 12) different Skill Requirements for a work order recipe.
After you specialize, you have 4 different Skill Requirements for a work order recipe (well, the list offered will still have 2 from the parent skill you did not specialize, but we want to ignore those).

Instead of building another tab will all kinds of drop-downs, etc I'd like to solve this problem programatically. However, I don't want to hard code a table with Parent Skills/Specializations to child skills.

Right now I just punt and select work orders with a Skill Requirement that your toon has over 1 skill point in.

That works fine until you spec your skills, then it breaks down if the toon has not dropped their non-spec'd skill to zero or a Diplomacy buff raises it +25.

Any ideas?

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.

Oh, and I still haven't actually tried your new bot, still running old Hendrix distro that I modded to suit my "vision(TM)". BTW, do you plan to use all these "iWant..." variables in the action AI logic?
 
Last edited:

desire

Active Member
Xeon,

Here's a bit of info that can be used when figuring true action cost with action cost penalties active:

1. AP cost penalty multiplies the action AP cost by:
very low penalty: 1.1
low: 1.2
moderate: 1.3
high: 1.4

have not seen very high, wild guess it will be 1.5

2. If there more than one action cost penalty up, the penalty adds up. For example 2 moderate AP would make the action cost 0.3+0.3 - 60% higher.
 

mir

Active Member
failing to save path. *the source*

the problem it has with saving paths has to do with making the folder which it saves to. /save/charname/filename.xml

so there is a need to implement a different way to generate that folder. otherwise just make it yourself if you cant save those pathing files.
 
Status
Not open for further replies.
Top Bottom