VGCraftBot -- feedback thread (Archive)

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icepick099

Active Member
There is an issue with T5 combines where the AI is selecting a less than savory ability.

The issues comes where the quality step (the good utility one where we have 6 buttons to use) comes in the same stage as the new station ability (75ap progress moderate or 50ap quality low).

The script is choosing the 50ap quality low every round. This is not the most efficient selection. It takes far more ap to raise quality to A this way than just using the 100ap quality moderate ability.

I'm going through the AI logic now, trying to find something as simple (for the time being) as "don't use quality low actions for quality" because unless I lower the sliders to accept C quality (finishing with over 1000 AP) every combine is a fail with 85% quality.

The stage/button setup is something like:

1 23 456 78

Where 4 = utility with good quality bonus,
5 = tool,
6 = new station skill with crappy quality low abliity

The script finishes the tool step, and then spams the low quality ability. The debug text looks like:
VG: ChooseACtion #1: FindAction2 passed in parameters
VG:FindAction2: doProg: 0 doQual: 2 useItem: FALSE lowCost: False, highCost:FALSE
VGFindAction2: Found: Artful Stitching (for outfitters)
VG:StepName:Embroider ActionName:Artful Stitching
APCost: 50
VG:Using Artful Stitching
 
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DominionZ

Active Member
I just hit lvl 28 BS and i'm having the same problem now. I just obtained a new Utility step, 200AP high progress/low quality, and now it spams this instead of the 100 moderate quality step when trying to pump quality. i can't do anything but Easy's now as i fail almost every time cause it's waisting all my AP. Don't know too much about code so not much i can do but wait and hope it's fixed.
 

icepick099

Active Member
Well, I just made a patch for myself that fixes my problem. But, it sounds like your issue is a little different.

When the script notices that the step it is on is NOT the cool utility/quality pump one, I tell it to do highCost moves instead. So, when I hit my problem when the script was pumping quality using the new station quality ability (low quality), it is overrode by "useHighCost" instead and will push progress.

This fix is working for me, but it will be a PITA to redo it after ever patch.
 

Warmech

Active Member
I need help!

I've been trying so hard...I've reran the paths with the map thing checked, clicked all the npc things and set it, but when I click start the bot, he just stands there and doesn't do anything. Why won't he move?
 

aChallenged1

Active Member
icepick099 said:
Well, I just made a patch for myself that fixes my problem. But, it sounds like your issue is a little different.

When the script notices that the step it is on is NOT the cool utility/quality pump one, I tell it to do highCost moves instead. So, when I hit my problem when the script was pumping quality using the new station quality ability (low quality), it is overrode by "useHighCost" instead and will push progress.

This fix is working for me, but it will be a PITA to redo it after ever patch.
Item #1: Would you care to share that bit of code with the rest of us?
Item #2: Save that part of it so you can fix it, make it a snippet here on the boards, with detailed instructions on where each part/line goes in the bot's scripts.
 

Xeon

Active Member
icepick099 said:
The issues comes where the quality step (the good utility one where we have 6 buttons to use) comes in the same stage as the new station ability (75ap progress moderate or 50ap quality low).

The script is choosing the 50ap quality low every round. This is not the most efficient selection. It takes far more ap to raise quality to A this way than just using the 100ap quality moderate ability.
Is this correct?

This stage is has:
4 - Utility (requires Item)
5 - Tool - has a 100 AP moderate Qual
6 - Station - has 50 AP low Qual

Could you send me the info from your xxcraft-output.log file, as that has more info about the actions and why it's choosing one over the other.

Thanks!
 

Xeon

Active Member
Warmech said:
I've been trying so hard...I've reran the paths with the map thing checked, clicked all the npc things and set it, but when I click start the bot, he just stands there and doesn't do anything. Why won't he move?
On the Options Tab, check the 'Full Auto (bot mode)' checkbox
 

gnits

Active Member
Just noticed the new thread...

Current issues i have.

1) Starting position in nav zone should path not bline to station
2) AI Code not obeying anything but min quality
3) Issues with bNav saving points to file only with a path save.
4) Issues with bNav saving points when chunking (and creating a new file if needed)
5) UI Issues revolving around saving and using the buttons, namely hitting cancel when creating a path causes the macro to end.


Requests:
1) Choose single tasks to grind money
2) Alternate fuel types: An issue with adding ingredients for complications is that sometimes the additional ingredients are the other fuel type, IE cleaner when solvent is your primary. It ouwl be nice to be able to define the primary fuels so that it would chose the opposite for complication correction and place on the table. This is in addition to the extra ingredients you already have.
3) Do something with the repair code i wrote because i couldnt figure out the last part and make it work.
4) A stop button on the UI, as opposed to start/pause/resume.


NOTE: more to come, when its this good, you can only see the next level, bravo...
 

CrazyJosh1

Active Member
I just tested tonight. The GM Finder thingy does not work. I had 2 people from Crimson Fellowship next to me today, 1 GM, 1 Guide, and the detection did not go off.
 

wreckerbill

Active Member
Not switching toolbelts

I had an error a few times today and script was stuck in a loop when it could not find a hammer. If I click manualy on the toolbelt containing the hammer, the script continues. Otherwise, it just loops infinately.
 

Paardje101

Active Member
As for as I'm concerned the crafting part of the bot does fine, just one thing that could make it even better.

If you are in the last stage before the finishing action, when you have for example 80% into that stage and just 150 action points and it's possible to finish it without running out, when then a complication occurs, he waists his remaining action points to resolve that complication instead of just using them to finish the WO that just needs 1 more action to complete. If u know what I mean don't know or I explained well.

So maybe u could put in the script or something that he doesn't resolve the complication if u just need 1 or 2 more actions to finish.
 

Knoop

Active Member
I might have some suggestions for VGCraftBot:

You should be able to choose whether to use utility actions or tools actions to raise your WO's quality. Tool actions at higher levels are much more efficient than most of the utility actions.
A problem that often occured to me was, that the utility action is already at the 2nd or 3rd step of the crafting process. That often causes the bot to waste most of the AP on the quality action and not to finish the item at the end simply by running out of AP.
A nice possibility to automize this process might be a check of your current attributes. The highest one gets chosen for quality actions. An exception might be when the finesse attributes are just about 10 points lower than the reasoning attributes.
At T5 crafting that fact makes the bot almost useless. Even lowering the minimum quality to Grade C (about 25%) and adjusting the progress sliders makes the bot fail in about 70% of the crafted items, because it always miscalculates the whole process. In the end I often have only 200-300 AP left on the last two crafting steps plus the finishing action.

Another thing is the amount of utilities bought. Crafting manually I used to fill up the whole utility pouch after 6 WOs, no matter if they were batches, sets or even single WOs. When running out of utilities the bot only calculates the amount of utilities needed for the current item which gave him the order 'buy more utilities'.
I would really appreciate a simple function that let me specify with what the utility pouch will be filled and how much of it.
For example if the bot runs out of utilities it should simply go to the vendor, buy 15xUtility1, 15xUtility2, 20xUtility3 and so on. That saves a lot of the time wasting running around for a few utilities.

Some additional tooltips for some of the functions ingame would be nice, too.

I hope I could help with those suggestions. If I come up with more, I will post them here. Hope I get some comments on that.
 

Gubbin

Active Member
I did the forced update thing last night by using the “run craftbot 1” command and found when running around a new area to set up a walk path the bot was not automatically placing path markers it would place one or two and then would stop.
I found that the only way I could get it to place a path marker was to moving a bit then jump, It would place a path marker when ever I jumped …is this a feature or a bug…lol
After a bunch of hopping around I got it to work.
This gave me a thought, could we get a hot key to place down path markers manually when the paths need to be very precise

The other thing different from the last version was I found that it would not run unless I selected a “Repair NPC” is this intentional …It would be good, I think, to leave this optional as it can make the walk paths over complicated in certain areas.

I also noticed that the Work Order NPC’s paths randomly change up but they all have set spots that they always pause on is there a way or is it possible to make more then one wait -hunt and seek spot.

Or in other words is it possible to have more that one spot craftbot waits and tries to hail the Work Order NPC .

Is there a way to only select work orders just for your specialization ie: Weaponsmith , Aurmorsmith , Tailoring …ext

Is it possible to get a little more in-depth instructions on the slider settings (Min Qual: what does the number represent) (Prog Ratio: : what does the number represent) (Qual Ratio: what does the number represent)

Thank you to the creators of craftbot …you have improved my Vanguard experience 10 fold
 

Guado

Active Member
My VGCraftbot is having 2 problems atm.

1) I tell it to select Moderate and Easy work orders, and it keep getting Diffucult ones.

2) When I go up to select the recipe, it says that there are no usable recipes available...

has anyone else encountered this?
 

icepick099

Active Member
Xeon said:
Is this correct?

This stage is has:
4 - Utility (requires Item)
5 - Tool - has a 100 AP moderate Qual
6 - Station - has 50 AP low Qual

Could you send me the info from your xxcraft-output.log file, as that has more info about the actions and why it's choosing one over the other.

Thanks!
Exactly. And give me a bit. I have to undo my changes when I get back from work and I'll PM/email it to you.
 

djvj

Active Member
Guado said:
2) When I go up to select the recipe, it says that there are no usable recipes available...

has anyone else encountered this?
Yep a number of times. I just pause the bot, delete the ones I may have, select the available tab, restart the bot. Fixes it every time.
 

IeU

Active Member
i do not want to start a flamewar, but i get much, but much, better results with the AI from vgcrafthelper while doing T5 WOs Mods ( i am lvl 48 ).

My results with VgCraftHelper looks like this doing T5 WOs Mods,

20% C
60% B
20% A


I think i could have better equip, but im all lvl 45-50 Blue Craft Equip.
And maybe i have not mastered the "setting up properbly vgcraftbot".

VGCraftBot.
60% C
25% B
5% A

anyone else with same expierences ?
 

thezig

Active Member
Tuche said:
i do not want to start a flamewar, but i get much, but much, better results with the AI from vgcrafthelper while doing T5 WOs Mods ( i am lvl 48 ).

My results with VgCraftHelper looks like this doing T5 WOs Mods,

20% C
60% B
20% A


I think i could have better equip, but im all lvl 45-50 Blue Craft Equip.
And maybe i have not mastered the "setting up properbly vgcraftbot".

VGCraftBot.
60% C
25% B
5% A

anyone else with same expierences ?
The sliders seem to be not working properly right now, and it does better than you have indicated when they're working right. I can usually get about 20% A, 70%B, and 10%C when doing moderates (IF the sliders are working right).
 

Xeon

Active Member
AI Work

So I'm working on the AI again and I'd like to get a discussion going as to how people think the best way to choose actions is.

Here is what I am thinking:

---

First, get the crappy actions out of the way. These are usually Station skills and have mod Progress, low Quality. Only use the Progress actions for these steps.

Next, pick the "best" Quality action and try to get Quality up to the Min Quality slider setting.
* What do people think are the "best" quality actions?
* Or should I just add a checkbox letting people pick Utilities vs Tools to weight Progress actions?

After Quality is above Min Slider value, now choose Actions with Progress+Quality while trying to stay under the Prog Ratio slider value
* Prog Ratio is: totalStepsLeft / APLeft * 10000
(The * 10000 is just to get an easy int number to work with)
* This is slider is supposed to Make sure you always have enough AP left to finish the recipe. I have found it very hard to calculate the actual number of AP required to finish a stage/step because of the sometimes HUGE differences in progress vs AP cost + Complications, etc.

If Quality gets above Max Slider value, then lower the priority of Quality. Drop priority of Quality to zero once we hit 1000 Quality.

If Prog Ratio is exceeded, just do "best" Progress steps.
* Right now best steps are computed as the words (High, Moderate, Low) vs the AP Cost of that action. I use values of Very High = 16, High = 8, Moderate = 4, Low = 2 and Very Low = 1 to weight the selection in favor of the highest Progress actions.

---

Does that sound like a good Strategy?

Right now the AI is saving the Utility Quality step for last and trying to pump out as much progress as possible before using it. I like that because it means I can get a more accurate idea of how many AP are left before trying to push Quality higher. But the drawback is the it often chooses bad actions because the Quality is below the Min Quality Slider level.

Ideas, comments and suggestions?
 

aChallenged1

Active Member
Xeon said:
First, get the crappy actions out of the way. These are usually Station skills and have mod Progress, low Quality. Only use the Progress actions for these steps.
That sounds good, depending on how it affects a low level crafter. Could you have the bot check the crafting level of the Crafter, the gear availible, and decide from there? I do not know how easy/possible that is. Just a question for your consideration.

Xeon said:
Next, pick the "best" Quality action and try to get Quality up to the Min Quality slider setting.
* What do people think are the "best" quality actions?
* Or should I just add a checkbox letting people pick Utilities vs Tools to weight Progress actions?
Checkbox, because at low levels tools are not the way to go, where in high levels they are.

Xeon said:
After Quality is above Min Slider value, now choose Actions with Progress+Quality while trying to stay under the Prog Ratio slider value
* Prog Ratio is: totalStepsLeft / APLeft * 10000
(The * 10000 is just to get an easy int number to work with)
* This is slider is supposed to Make sure you always have enough AP left to finish the recipe. I have found it very hard to calculate the actual number of AP required to finish a stage/step because of the sometimes HUGE differences in progress vs AP cost + Complications, etc.
This sounds like a great idea... "min quality achieved, work up progress, if AP>Cost2Complete by 300 pump up quality, else progress and finish. Instead of a slider, how about an input window for minimum AP left before progressing to finish (ignoring complications).

Xeon said:
If Quality gets above Max Slider value, then lower the priority of Quality. Drop priority of Quality to zero once we hit 1000 Quality.
Again, I'm thinking an input box for the level of quality the person wants.

Xeon said:
If Prog Ratio is exceeded, just do "best" Progress steps.
* Right now best steps are computed as the words (High, Moderate, Low) vs the AP Cost of that action. I use values of Very High = 16, High = 8, Moderate = 4, Low = 2 and Very Low = 1 to weight the selection in favor of the highest Progress actions.

---

Does that sound like a good Strategy?

Right now the AI is saving the Utility Quality step for last and trying to pump out as much progress as possible before using it. I like that because it means I can get a more accurate idea of how many AP are left before trying to push Quality higher. But the drawback is the it often chooses bad actions because the Quality is below the Min Quality Slider level.

Ideas, comments and suggestions?
As you can see, I favor check boxes and input boxes. I'm not so hot on sliders, they are difficult for many to understand and use properly. A properly named entry box, with well written instructions would aleviate many issues. Or so I believe.

One other thing, is it possible to make it look at the options for fixing a complication, and see if it has the tool or supply item to fix it, and then use the highest value fix to start, and then determine if the lowest, or medium (if there are that many choices) will finish out fixing it without costing too many AP. For example, 3 choices 1 is 100AP High progress, 2 is 75 AP Medium progress, and 3 is 50 AP Low progress. First use the 100AP, then based on the amount of the complication still left it would choose the Low progress because it is very close to being fixed, or the medium one because it's at about 75%.

Make it look at the required items for the item(s) to be crafted are in sufficient quantity and refuse to do the work if it cannot get a full 25 stack out of what is availible. This also means that it should, between each round of crafting, take the short stacks of the same kind and combining them to ensure the maximum number of full stacks is always availible.

Those are my ideas, and my takes on this issue. I hope they are helpful.
 

aChallenged1

Active Member
Noticed tonight that it is not loading the extra ingredients. I have water and bandages, but neither get added.

BTW, how does one remove an item from the list? I entered "water" instead of "Water".
 

gnits

Active Member
aChallenged1 said:
Noticed tonight that it is not loading the extra ingredients. I have water and bandages, but neither get added.

BTW, how does one remove an item from the list? I entered "water" instead of "Water".
Right click on an item on the list and it should remove it.


Right now, the pathing system seems to have completely broken down. It simply B-Lines to every location.
 

Xeon

Active Member
aChallenged1 said:
That sounds good, depending on how it affects a low level crafter. Could you have the bot check the crafting level of the Crafter, the gear availible, and decide from there? I do not know how easy/possible that is. Just a question for your consideration.
I think a checkbox is probably best. It will default to Utilities.

One other thing, is it possible to make it look at the options for fixing a complication, and see if it has the tool or supply item to fix it, and then use the highest value fix to start, and then determine if the lowest, or medium (if there are that many choices) will finish out fixing it without costing too many AP.
Not until Amadeus adds the code to track the % done of a Complication
 

djvj

Active Member
In the Work Order Selection Preference section, can you please add a box for All work orders, thanks.
 

thezig

Active Member
Xeon said:
If you are having Map/Path problems do this:

runscript vgcraftbot 1

Notice the 1 on the end
I've got some good news, and I've got some bad news.

The good news is that the AI no longer runs into stuff (yay!)

The bad news is that the AI now uses pure progress actions ONLY, meaning I'm finishing items with 0% quality. Fiddling with the sliders does not seem to affect anything.
 

Xeon

Active Member
thezig said:
I've got some good news, and I've got some bad news.

The good news is that the AI no longer runs into stuff (yay!)

The bad news is that the AI now uses pure progress actions ONLY, meaning I'm finishing items with 0% quality. Fiddling with the sliders does not seem to affect anything.
force an update again: runscript vgcraftbot 1

And remove your vgcraftbot/save/ToonName/action-data.xml file
 

IeU

Active Member
aChallenged1 said:
Noticed tonight that it is not loading the extra ingredients. I have water and bandages, but neither get added.

BTW, how does one remove an item from the list? I entered "water" instead of "Water".
its adding, you just have to add the extra ing. you wanna to do at that item list.
 

Andykay

Active Member
Ok deleting the action file worked to fix the problem, but i'm still having a few pathing issues.

It will say 'cannot find path to table' before opening it, and then sometimes it will walk within a few feet of the work order guy and not open any menu, saying there's no path to him. I tried shrinking NPC distance and target precision, but no luck there. Same thing happens with the supply NPC too.

I also very regularly freeze up when turning in work orders. He will just sit there with the WO page open and not turn them in. As soon as I turn the first one in manually it kicks back in and continues to automate.
 

djvj

Active Member
FindMoveTarget cTarget is not set! :: NONE
VG:ERROR: MovePath Could not find a path to NONE

Just had this happen a few times standing right in front of the supply npc...never got that before latest update.


Also VG:ERROR: Could not find a path to "supply npc" - when it just bought supplies from him...
 

Xeon

Active Member
djvj said:
FindMoveTarget cTarget is not set! :: NONE
VG:ERROR: MovePath Could not find a path to NONE

Just had this happen a few times standing right in front of the supply npc...never got that before latest update.


Also VG:ERROR: Could not find a path to "supply npc" - when it just bought supplies from him...
Hmm, cTarget not set... that's a bug.

I'll scan through the targeting code again and see if I'm not setting it somewhere.
 

Gubbin

Active Member
djvj said:
FindMoveTarget cTarget is not set! :: NONE
VG:ERROR: MovePath Could not find a path to NONE

Just had this happen a few times standing right in front of the supply npc...never got that before latest update.


Also VG:ERROR: Could not find a path to "supply npc" - when it just bought supplies from him...
I had the “VG:ERROR: Could not find a path to”….bla …bla …bla error a lot last night and I know the code has been updated since then so I don’t know if this will help, but I found that after building my path and setting all my NPCs and workbench if I quit vgcraftbot and restarted it, it would start working

The biggest problem I had was it making a bee line for the Supply NPC and running strait into the wall.

Anyone ever get this working in the Tursh crafting barn, and if so what pathing sensitivity settings worked best for you
 

PappaSmurf

Active Member
djvj said:
FindMoveTarget cTarget is not set! :: NONE
VG:ERROR: MovePath Could not find a path to NONE

Just had this happen a few times standing right in front of the supply npc...never got that before latest update.


Also VG:ERROR: Could not find a path to "supply npc" - when it just bought supplies from him...

I have had this happen alot and started to try to figure out what the problem was. What I noticed was, it seems to be coming from not having a Repair NPC defined. It seems that the problem is, the code wants to repair because your gear needs repairing, but if you didn't set a Repair vendor it will set it to "NONE" and try to move to "NONE".

Xeon, you should prolly check to see if Repair vendor name is NONE, then exit out of the repair code. Or maybe add a check box in the UI for using a Repair vendor or not.


-- PappaSmurf
 

gp1001

Active Member
Gubbin said:
I had the “VG:ERROR: Could not find a path to”….bla …bla …bla error a lot last night and I know the code has been updated since then so I don’t know if this will help, but I found that after building my path and setting all my NPCs and workbench if I quit vgcraftbot and restarted it, it would start working

The biggest problem I had was it making a bee line for the Supply NPC and running strait into the wall.

Anyone ever get this working in the Tursh crafting barn, and if so what pathing sensitivity settings worked best for you
Works fine... instead of climbing the stairs for the workorder npc, I just made a path real close to him from underneath. I see allot of people that get their WO from below instead of climbing the stairs every time.
 

Xeon

Active Member
PappaSmurf said:
I have had this happen alot and started to try to figure out what the problem was. What I noticed was, it seems to be coming from not having a Repair NPC defined. It seems that the problem is, the code wants to repair because your gear needs repairing, but if you didn't set a Repair vendor it will set it to "NONE" and try to move to "NONE".

Xeon, you should prolly check to see if Repair vendor name is NONE, then exit out of the repair code. Or maybe add a check box in the UI for using a Repair vendor or not.
Ahh yes, good point. Done and Done.
 

FD3SRX7

Active Member
recipe feature does not work at all

updated to .9991

it appears that the recipe feature is not functional at this time. upon selecting any recipe from the list available, it is not indicated (at least in white text) that it is the chosen recipe.

i would think setting no path would work, i tried this and it did succeed in selecting the smelting station and then getting stuck when it is supposed to choose the recipe.

let me know if this is not yet implemented, thank you.

*update*
after running the script for the third time it appeared to display the recipes properly in a yellow font color, it worked but i noticed it wasn't adding extra ingredients, even on non auto setup mode or the auto setup mode... i stopped the script, when i tried to resume it would just sit there doing nothing.

**update**
after designating a smelting station in the "move" tab the script would keep attempting to path to another smelter even though i never targeted it in the first place. after a while it finally just went to the one it was standing next to then perform the specified recipe orders.
 
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metallica5

Active Member
Uh maybe I'm doin something wrong with the new pathing setup


I click mapping mode, then I run around like I would expect my guy to, in front of each different vendor and such, then i go back to crafting table (where I started) and click set the bench, then the WO NPC, then the supplier, and repair...

Now what? I've tried pausing/unpausing... unchecking mapping mode then pausing/unpausing and... nothing =\

Even tried to start a WO to see if it would auto-start doin the actions and that didnt work either. I looked at the release page but didn't see anything that would help.

edit: exiting and restarting seemed to help it, we'll see how much it did :)
 

Kakapo

Active Member
Ever since all the changes I cannot do moderate WO's anymore. They all D grade or run out of AP's EVERY time. This is very frustrating as leveling on easy's and very easy's sucks.

Any help would be great I'm a level 22 Blacksmith.
 

Tiamtt07

Active Member
Oka for me work great now, pathing is awesome and progres and quality works good.

I m working on moderates with:
min 310
prog 34
max 420

this way he makes the moderate items B quality and some A.

Great work
 

Tiamtt07

Active Member
Just checked that if you select you preffer to do batches and it goes out of batches, he get singles instead sets.
 

aChallenged1

Active Member
Tiamtt07 said:
Oka for me work great now, pathing is awesome and progres and quality works good.

I m working on moderates with:
min 310
prog 34
max 420

this way he makes the moderate items B quality and some A.

Great work
What level crafter do you have and what stats? That could make a huge difference.
 

Paardje101

Active Member
Is it possible to make the bot not remove a certain complication ? Obsessive sculpting gives quality bonus along with a low action cost penalty, this is actually pretty good. I remember reading something about this before but can't find it. Can u put in the script that it doesn't resolve this complication ?

Thanks in advance
 

thezig

Active Member
Tiamtt07 said:
Oka for me work great now, pathing is awesome and progres and quality works good.

I m working on moderates with:
min 310
prog 34
max 420

this way he makes the moderate items B quality and some A.

Great work
How are you getting any quality at all? I'm still unable to get it to use any quality action whatsoever. Using your settings on *all* difficulty levels, I have yet to get it to raise an item above 0% quality on easy/moderate orders.
 

Eania

Active Member
I'm having issues with quality as a 29 Blacksmith (Armorsmith). The problem is when the bot goes to pump quality its using a skill called soak that not only has high quailty increase but fairly high progress increases as well. What happening is it causing me to create a lot of D's with tons of AP left over. Is there a way we can tell the bot not to use certain skills or put some logic in once you reach a certain progress level not to use quality & progress skills till your down to a certain AP level.

Just an idea
 

thezig

Active Member
Hmm... replacing the action.iss with the 2nd backup has made the bot at least sort of functional again, though now it's refusing to push anything beyond C-grade. The debug text shows that numbers for both the progress ratio and the max quality are far below their thresholds, and yet the program is using pure-progress actions after I hit C-grade. I'm sure part of the problem stems from me using the old action file, as it looks like it's obeying only the min quality and progress ratio sliders, but not the max quality. Still, it's better than it pumping no quality at all.

Edit: Bot is also still running into things on the way back from the WO npc (when supplies/repair are not needed), though it does not get stuck on the way to the npc any more. However, it does seem to sit around and do nothing if the NPC is not *near* a beeline path that I've outlined for it. That is to say, it there's a fence between me and the NPC, and I have a path going around the fence to where the NPC is standing, the bot will sit at the edge of the fence closest to the NPC and wait until the NPC nears a spot where it can run a "straighter" path.
 
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Happyadam

Active Member
"patching from version 0.999 to version 0.9991"

After searching forums I have done the following:

endscript vgcraftbot
runscript vgcraftbot


also

endscript *
runscript vgcraftbot


Also forced an undate via runscript vgcraftbot 1

I checked the modification date on the scripts, and they show todays date (as expected).

Have rebooted, redownloaded and rebuilt the script directory. I feel I have done due diligence searching for inspiration and wondering is there anything else I can try? Thanks in advance and apologies to take up forum space with something simple.

/peace
 

gp1001

Active Member
Happyadam said:
"patching from version 0.999 to version 0.9991"

After searching forums I have done the following:

endscript vgcraftbot
runscript vgcraftbot


also

endscript *
runscript vgcraftbot


Also forced an undate via runscript vgcraftbot 1

I checked the modification date on the scripts, and they show todays date (as expected).

Have rebooted, redownloaded and rebuilt the script directory. I feel I have done due diligence searching for inspiration and wondering is there anything else I can try? Thanks in advance and apologies to take up forum space with something simple.

/peace
Hey HappyAdam,

What problem are you having?
Be specific, is it the bot wont run at all, pathing, quality?
 

Happyadam

Active Member
gp1001 said:
Hey HappyAdam,

What problem are you having?
Be specific, is it the bot wont run at all, pathing quality?

Sorry, bot doesn't start. On each launch, I go through a update process from 0.999 to 0.9991, and prompted to runscript again. This happens each time I runscript.
 

VGRune

Active Member
Problem after 4/11 patch

After the ISXVG Patch it seams that VGCraftBot was also patched and no longer seams to be functioning.

The problem I am having is since the patch there is no longer a way to setup a path for the bot. Am I missing something? or did something go amiss with this patch.
 
Last edited:

GTxFinish

Active Member
Quality Problems

Im a 24 Carpenter Artificer, and ive been having minimal problems throughout the use of this bot (minor things, no big deal).

But as of this last patch to the bot (v .9991) It seems like it no longer pays attention to quality settings. (not sure about WO, but when you want to churn out recipes, aka lots of planks for boats)

I noticed you did revamp it, so im curious if the changes may have potentially broken anything. All the bot does is force progress no matter your settings.

Example:

Min Quality: 737
Progress Ratio: 100!
Max Qual: 780

It will force full progress, and stick me with a D quality (thus wasting my resources)

Example:

Min Quality: 950
Progress Ratio: 100!
Max Quality: 1000

It will force full progress, and stick me with a D quality (thus wasting my resources)

Please let me know if you need anymore information.

Fnsh
 

gnits

Active Member
I am in the middle of things at work and glancing at the thread, so if i am repeating someone, i appologize.

Delete your action-data.xml and start it up again.

Not sure why, just what xeon told me in IRC when i mentioned the problem and emailed him my log file
 

thezig

Active Member
gnits said:
I am in the middle of things at work and glancing at the thread, so if i am repeating someone, i appologize.

Delete your action-data.xml and start it up again.

Not sure why, just what xeon told me in IRC when i mentioned the problem and emailed him my log file
Woot! This has solved my craft AI woes.

A minor request: can we go back to having easy/med/difficult settings instead of using the max AP of the recipe? Once you're about 4-5 levels into a tier, *all* recipes (at least, the easy/moderates) will have the same AP, so the program doesn't distinguish between them.

Also, the pathing is still partially borked, but it's getting better :)
 

aChallenged1

Active Member
GTxFinish said:
Im a 24 Carpenter Artificer, and ive been having minimal problems throughout the use of this bot (minor things, no big deal).

But as of this last patch to the bot (v .9991) It seems like it no longer pays attention to quality settings. (not sure about WO, but when you want to churn out recipes, aka lots of planks for boats)

I noticed you did revamp it, so im curious if the changes may have potentially broken anything. All the bot does is force progress no matter your settings.

Example:

Min Quality: 737
Progress Ratio: 100!
Max Qual: 780

It will force full progress, and stick me with a D quality (thus wasting my resources)

Example:

Min Quality: 950
Progress Ratio: 100!
Max Quality: 1000

It will force full progress, and stick me with a D quality (thus wasting my resources)

Please let me know if you need anymore information.

Fnsh
I'm pretty sure that if you read the information, lower progress = more quality. Try PR @ 45
 

gp1001

Active Member
Happyadam said:
Sorry, bot doesn't start. On each launch, I go through a update process from 0.999 to 0.9991, and prompted to runscript again. This happens each time I runscript.
make sure your not running it every time with the 1 option.
only use runscript vgcraftbot 1 to force an update.
Once you have forced the update remove the 1
runscript vgcraftbot

otherwise it will be in an update loop.
 

IeU

Active Member
the numbers varies a lot,

due gear
due lvl
and other factors.

at lvl 48 and with a "good" gear, im getting grade a with easy and grade b-a with mod

minq - 510
ratio - 25
maxq - 855
 

fancy

Active Member
I started running craftbot today and everything ran fine for about an hour. After an hour into it my paths seemed to be messed up instead of running my path to the supplier it seems to be trying to run a direct path to the supplier and not my supplied path around a building and inside through a door. Anyone else noticing anything like this?
 

djvj

Active Member
One HUGE bug that still persists is the bot will NOT go and grab more cleaner when it is needed. Please can you fix this or lemme know what info I can provide you to find this bug. This has been my bot-breaker for all too long now as half my w/o's use cleaner as a fuel.

the xxcraft-stats.log shows this for 2 hours before it paused itself:


09:54:26::VG: action NONE cost 0 AP
09:54:26::VG: NONE with progress 0%
09:54:26::VG: action NONE cost 0 AP
09:54:26::VG: NONE with progress 0%
09:54:27::VG: action NONE cost 0 AP
09:54:27::VG: NONE with progress 0%
09:54:27::VG: action NONE cost 0 AP
09:54:27::VG: NONE with progress 0%
09:54:28::VG: action NONE cost 0 AP
09:54:28::VG: NONE with progress 0%
09:54:29::VG: action NONE cost 0 AP
09:54:29::VG: NONE with progress 0%
09:54:29::VG: action NONE cost 0 AP
09:54:29::VG: NONE with progress 0%
09:54:30::VG: action NONE cost 0 AP
09:54:30::VG: NONE with progress 0%
09:54:31::VG: action NONE cost 0 AP
09:54:31::VG: NONE with progress 0%
09:54:31::VG: action NONE cost 0 AP
09:54:31::VG: NONE with progress 0%
09:54:32::VG: action NONE cost 0 AP

the xxcraft-output.log is filled with this for 2 hours:

12:29:40::VG:Warning: Setting KickStart TRUE
12:29:40::VG: FindWorkStep called
12:29:40::VG: FindWorkStep called
12:29:40::VG:ChooseAction: Stage: (0) NULL :: Step: (0) NULL
12:29:40::VG:ChooseAction: Reseting all the tryKickStart vars
12:29:40::VG: cState got retry KICKSTART return from ChooseAction
12:29:40::VG: Starting the whole action KICKSTART tree over again
12:29:41::VG: action NONE cost 0 AP
12:29:41::VG: NONE with progress 0%
12:29:41::VG: --- AP left 1 ---
12:29:41::VG:Warning: Setting KickStart TRUE
12:29:41::VG: FindWorkStep called
12:29:41::VG:ERROR: NULL not in the actionStore, adding it
12:29:41::VG:ERROR: NULL not in the actionStore, adding it
12:29:41::VG:FWS: Selecting Step: 1
12:29:41::VG:ChooseAction: Stage: (0) NULL :: Step: (1) NULL
12:29:41::VG:ChooseAction: rateSkill ProgressOnly: 11 :: -10
12:29:41::VG:ChooseAction: rateQual < 3: 11 :: -12
12:29:41::VG: == APLimit == AP/Steps: 0.000000 vs 40
12:29:41::VG: == MaxQ == userQualStop vs apLeft: 903.000000 vs 1
12:29:41::VG:ChooseAction: Quality Low: 10 :: -9
12:29:41::VG:ChooseAction: testProg vs Qual: 10 :: -9
12:29:41::VG:ChooseAction #1: FindAction2 passed in parameters
12:29:41::VG:FindAction2: doProg: 10 doQual: 0 useItem: FALSE lowCost: FALSE highCost: FALSE
12:29:41::VG:ERROR: NULL not in the actionStore, adding it
12:29:41::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:41::VG:FA2: NULL Prat: 0.000000 :: 0.000000 Qrat: 0.000000 :: 0.000000
12:29:41::VG:FindAction2:Error: NOTHING FOUND!
12:29:41::VG:ChooseAction #2: FindAction2 with doAllowItem=TRUE
12:29:41::VG:FindAction2: doProg: 10 doQual: 0 useItem: TRUE lowCost: FALSE highCost: FALSE
12:29:41::VG:ERROR: NULL not in the actionStore, adding it
12:29:41::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:41::VG:FA2: NULL Prat: 0.000000 :: 0.000000 Qrat: 0.000000 :: 0.000000
12:29:41::VG:FindAction2:Error: NOTHING FOUND!
12:29:41::VG:ChooseAction #3: FindAction2 with doAllowItem=TRUE doLowCost=FALSE doHighCost=TRUE
12:29:41::VG:FindAction2: doProg: 10 doQual: 0 useItem: TRUE lowCost: FALSE highCost: TRUE
12:29:41::VG:ERROR: NULL not in the actionStore, adding it
12:29:41::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:41::VG: === High cost Selecting: NULL
12:29:41::VG:FindAction2: Found: NULL
12:29:41::VG:ERROR: No action points, but trying to use an Action!
12:29:41::VG: action NONE cost 0 AP
12:29:41::VG: NONE with progress 0%
12:29:41::VG: --- AP left 1 ---
12:29:41::VG:Warning: Setting KickStart TRUE
12:29:41::VG: FindWorkStep called
12:29:41::VG: FindWorkStep called
12:29:41::VG:ChooseAction: Stage: (0) NULL :: Step: (0) NULL
12:29:41::VG:ChooseAction: Reseting all the tryKickStart vars
12:29:41::VG: cState got retry KICKSTART return from ChooseAction
12:29:41::VG: Starting the whole action KICKSTART tree over again
12:29:42::VG: action NONE cost 0 AP
12:29:42::VG: NONE with progress 0%
12:29:42::VG: --- AP left 1 ---
12:29:42::VG:Warning: Setting KickStart TRUE
12:29:42::VG: FindWorkStep called
12:29:42::VG:ERROR: NULL not in the actionStore, adding it
12:29:42::VG:ERROR: NULL not in the actionStore, adding it
12:29:42::VG:FWS: Selecting Step: 1
12:29:42::VG:ChooseAction: Stage: (0) NULL :: Step: (1) NULL
12:29:42::VG:ChooseAction: rateSkill ProgressOnly: 11 :: -10
12:29:42::VG:ChooseAction: rateQual < 3: 11 :: -12
12:29:42::VG: == APLimit == AP/Steps: 0.000000 vs 40
12:29:42::VG: == MaxQ == userQualStop vs apLeft: 903.000000 vs 1
12:29:42::VG:ChooseAction: Quality Low: 10 :: -9
12:29:42::VG:ChooseAction: testProg vs Qual: 10 :: -9
12:29:42::VG:ChooseAction #1: FindAction2 passed in parameters
12:29:42::VG:FindAction2: doProg: 10 doQual: 0 useItem: FALSE lowCost: FALSE highCost: FALSE
12:29:42::VG:ERROR: NULL not in the actionStore, adding it
12:29:42::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:42::VG:FA2: NULL Prat: 0.000000 :: 0.000000 Qrat: 0.000000 :: 0.000000
12:29:42::VG:FindAction2:Error: NOTHING FOUND!
12:29:42::VG:ChooseAction #2: FindAction2 with doAllowItem=TRUE
12:29:42::VG:FindAction2: doProg: 10 doQual: 0 useItem: TRUE lowCost: FALSE highCost: FALSE
12:29:42::VG:ERROR: NULL not in the actionStore, adding it
12:29:42::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:42::VG:FA2: NULL Prat: 0.000000 :: 0.000000 Qrat: 0.000000 :: 0.000000
12:29:42::VG:FindAction2:Error: NOTHING FOUND!
12:29:42::VG:ChooseAction #3: FindAction2 with doAllowItem=TRUE doLowCost=FALSE doHighCost=TRUE
12:29:42::VG:FindAction2: doProg: 10 doQual: 0 useItem: TRUE lowCost: FALSE highCost: TRUE
12:29:42::VG:ERROR: NULL not in the actionStore, adding it
12:29:42::VG:FA2: NULL :: Cost: 1 Prog: 0 Qual: 0 hasItem: FALSE
12:29:42::VG: === High cost Selecting: NULL
12:29:42::VG:FindAction2: Found: NULL
12:29:42::VG:ERROR: No action points, but trying to use an Action!
12:29:43::VG: action NONE cost 0 AP
12:29:43::VG: NONE with progress 0%
12:29:43::VG: --- AP left 1 ---
12:29:43::VG:Warning: Setting KickStart TRUE
 
Last edited:

Happyadam

Active Member
gp1001 said:
make sure your not running it every time with the 1 option.
only use runscript vgcraftbot 1 to force an update.
Once you have forced the update remove the 1
runscript vgcraftbot

otherwise it will be in an update loop.
Indeed, I run once with the "1" option and then again without. Continues to update and prompt to runscript again.

I am going to do a scratch install. I'm certain this is a localized issue, just wanted to throw a line out to see if I had missed something. It appears I've done the norm, so a fresh run is the next logical step.

Thanks all

(It also bears mentioning (as it would be the first place I would start if I were reading this); Yes, I have been up and running successfully before and Yes, other scritps are currently running correctly. Therefore, Innerspace and ISXVG are not an issue. This is purely something I have done incorrectly.)
 
Last edited:

docwat69

Active Member
aChallenged1 said:
I'm pretty sure that if you read the information, lower progress = more quality. Try PR @ 45

nope i am having the same issue... it will not pump any quality, just progress...
 

Xeon

Active Member
Happyadam said:
Indeed, I run once with the "1" option and then again without. Continues to update and prompt to runscript again.
Make sure you do not have any .nopatch files around, as it will not try to patch any file with <filename>.iss.nopatch.

Also, anyone having problems with it failing to push Quality: stop the script and remove your script/vgcraft/save/ToonName/action-data.xml file.
 

Xeon

Active Member
djvj said:
One HUGE bug that still persists is the bot will NOT go and grab more cleaner when it is needed. Please can you fix this or lemme know what info I can provide you to find this bug. This has been my bot-breaker for all too long now as half my w/o's use cleaner as a fuel.
You need to post info from the xxcraft-output.log file from where it STARTS to fail. Look for where it does SupplyNeeded to see what it thinks you have/don't have.
 

VGRune

Active Member
Problem after 4/11 patch

Am I the only one having this problem. Before the patch everything was working ok, but since the patch my bot will not path, and there is no longer place to Input/Save a path in the UI. Was the UI changed during patch? or is there a way to "reset" the path I am unaware of?
 

Xeon

Active Member
VGRune said:
Am I the only one having this problem. Before the patch everything was working ok, but since the patch my bot will not path, and there is no longer place to Input/Save a path in the UI. Was the UI changed during patch? or is there a way to "reset" the path I am unaware of?
Right now you have to stop the bot and remove your scripts/vgcraft/vgpaths/ChunkName.xml file to clear a path.
 

gnits

Active Member
VGRune said:
Am I the only one having this problem. Before the patch everything was working ok, but since the patch my bot will not path, and there is no longer place to Input/Save a path in the UI. Was the UI changed during patch? or is there a way to "reset" the path I am unaware of?
Yea, i had teh same problem.

After, yet again, a conversation with Xeon on IRC, we determined that their might be a problem with the file that bNav was creating between the two patches. Called a versioning issue with the storage of mapped points. I was told to delete my nav point file for that chunk and recreate and remap my crafting area. After that it worked.

The thing to remember about how LavNav works is that it maps a path along known points. It gets these known points by mapping as you walk around with mapping turned on. When determining a path it uses the shortest distance between those 2 points along that grid of mapped points.

Xeon: Request for you and the other folks that are continuing to improve the usage of the lavnav engine.
1) In the nav files, it would be good to write into the XML file a navigation engine version so that if the format changes, the macro would know the current map set of points needs to be recreated and furthermore pop up some message warning the user to remap his points.
2) Also, it would be nice to be able to distinguish between safe and no safe traveling paths. IE turn it on when walking on established game roads but turn it off when traveling in mob infested areas. This would allow the system to be flexible in where it travels. This is especially helpful when moving from one area to another, even crossing chunks.
 

VGRune

Active Member
Thanks

Thanks for the speedy reply :D but.....

I deleted the above file as recommended but now when I start vgcraftbot it tells me to "finish mapping area" I noticed the crafter locations ect where still present in the ui, I assumed this was due to it being stored in the config data so I deleted my config.xml... this reset all my stored config data as expected but when I try and run vgcraftbot it says

14:49:35::FindMoveTarget: Blacksmith Forge
14:49:35::VG: FindMoveTarget: Pawn:Target(exists): Blacksmith Forge
14:49:35::VG:MoveTargetPath called: Blacksmith Forge
14:49:35::bNav: X: -37689.000000 Y: -73236.000000 Z: 86985.039063
14:49:35::bNav: Names: 4 :: 4
14:49:35::bNav:MovetoTargetName: Found Path to Blacksmith Forge with 0 hops from Blacksmith Forge
14:49:35::VG:ERROR: Could not find a Path to Blacksmith Forge
14:49:35::VG: No Path to Blacksmith Forge, try UPATH
14:49:35::VG: MoveAlongPath called
14:49:36::VG: Move to Crafting Station: Blacksmith Forge
14:49:36::VG:MovePath called: Blacksmith Forge
14:49:36::bNav:MovetoWP: Found Path to Blacksmith Forge with 0 hops from Blacksmith Forge
14:49:36::VG:ERROR: MovePath Could not find a Path to Blacksmith Forge
14:49:36::VG: No Path to found, pausing

there is no "Setup path" button in my vgcraftbot UI.. I have only used this program one time before this patch but I am sure there was a setup path button where you would name the path setup ect.... am I loosing my what little mind I have left? hehe Please help
 
Last edited:

VGRune

Active Member
Problem Solved

Well it seams to be working now. I just started from scratch and remapped it with the mapping mode button checked and it seams to be working...thanks for your time.
 
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