VGCraftBot -- feedback thread (Archive)

Status
Not open for further replies.

fancy

Active Member
Maybe I am just unlucky with this darn thing. The paths seem to be correct now but I can not run a correct mapping that will get me close enough to the table. I have to manually move myself to the table now or it pauses out from being to far away. Anyone else noticing this?
 

djvj

Active Member
fancy said:
Maybe I am just unlucky with this darn thing. The paths seem to be correct now but I can not run a correct mapping that will get me close enough to the table. I have to manually move myself to the table now or it pauses out from being to far away. Anyone else noticing this?
Yep get this alot, randomly.
 

Gubbin

Active Member
fancy said:
Maybe I am just unlucky with this darn thing. The paths seem to be correct now but I can not run a correct mapping that will get me close enough to the table. I have to manually move myself to the table now or it pauses out from being to far away. Anyone else noticing this?
Try running past the Crafting stations along there edge when mapping the area instead of up to them or run up to the station and when in position jump...(sometimes this will force the bot to make a way-point or path- note or whatever you want to call it.)
Code:
                                   Crafting Table
                                      _________
                                      |........|  
                                      |........|
                                      |________|

               Run Path>.....>....>.....>....>....>....>
 
Last edited:

FD3SRX7

Active Member
re

I'm having spordadic fits of non-functionality.

I run the script after updating, and the recipe list appears in small text and when I select a recipe, it doesn't show up as the selection, in fact nothing does.

I stop the script end it then re run it then it changed the font size to a bigger size (how it should look) then it actually lists the recipe i want to use in the selection bar.

Then I have the problem where the recipe script starts by using the forge, then it selects the recipe then it stops there.

I stop the bot close the forge windows then resume, nothing happens.

This was working partially well at one point but now its really going downhill.

I did complete a set of ingots and sheets last nite without a hitch but was unable to do a WO because the pathing was so fubard it wouldn't even move my character.

Let me know which hoops we have to jump through to get this working again.
 

Andykay

Active Member
Yea I get the 'stop in front of work station' thing often too. He stops just outside of range and wn't move closer witout manula intervention.

EDIT: Also, it is becoming irritating watching the bot do progress+quality actions on the fourth and fifth actions after it has already reached the required minimum quality using the ingredient action. The current AI appears to not want to use pure progress actions towards the end at all, and this burns through a chunk of points meaning we can't complete a lot of WOs we should be able to.

It would also be nice to be able to pick between moderate, easy, difficult etc for our slider configurations. Currently all my WOs are 2500 points, but some are super easy and some are tough. The same configuration doesn't apply to each.
 
Last edited:

Smyrk

Active Member
Andykay said:
It would also be nice to be able to pick between moderate, easy, difficult etc for our slider configurations. Currently all my WOs are 2500 points, but some are super easy and some are tough. The same configuration doesn't apply to each.
Have to concur here, I have to constantly monitor which ones its attempting to work on and fast adjust the sliders, or just set them to the lowest common denominator and let it grind out on the bottom end of things. I'm in favor of either defining by difficulty or some hybrid of difficulty and AP.
 

FD3SRX7

Active Member
re

the first thing to get ironed out is the labotomy type pathing and the fact it doesn't do anything in the work station when ordered to.

this script did work for me in a previous version rather well, my only complaint being that it would bear its obvious bot like atttitude by dive bombing towards the crafting station and using it THROUGH a wall.... other than that i think the script ran flawlessly in my opinion...

these new versions seem to take multiple step backwards however. i'm not a scripting guy at all and I dont know what xeon goes through to make the script. I am not in anyway belittling his creation at all just giving my honest opinion as a participant/tester.

was there any reason the bot way point feature that was present in a previous version scrapped? i never got to use this version but it seemed that you could just lay a bread crumb trail of way points to get the bot to get where you want it in the path you want it to. i dont see why you have to path incessently when everything in the world that moves does not obstruct movement.
 

Mr.DK

Active Member
I found a nice bug.
Yesterday i crafted in Ahgram.
I want to do Outfitter-Finish-Tasks.
I set up the path from the scratch (deleted all path-xml-files before).
I wanted to use the Fittingtable near the Utilityverndor in lower floor, but there is the bug!

The bot targets the table and used my waypoints. But the nearest Outfittertable is directly behind the door (near the Utiltyvendor), but on the second floor.
The bot is running in circles under the table and didn't target the one, that is in LoS(!) about 15m away.
In .999 the table on the lower floor worked. It seems, that the coords of the table i set up as craftingtable are not saved or used at all.
 

Tiamtt07

Active Member
Doors are not working, i m in first persong, doing the maping and stop in front of door and click door point, but when the bot is running he don t open it. Any idea ?
 

Zamu

Well-Known Member
Doors not working

The bot won't open doors anymore. When I add a door point it says:
Code:
VG: Adding Door Point
bNav: Added tag DOOR to auto-461F3FE5-40
Then I quit the bot to make it save the map file, but I don't see any DOOR tag at the specified point, is door info saved in another place?

Code:
<Box Name="auto-461F3FE5-40" Unique='1' AllPointsValid='1'>
	<X1>-3006.091797</X1>
	<X2>-2506.091797</X2>
	<Y1>-73996.695313</Y1>
	<Y2>-73596.695313</Y2>
	<Z1>65200.148438</Z1>
	<Z2>65600.148438</Z2>
	<Connection To="auto-461F3FE4-39" />
	<Connection To="auto-461F3FE6-41" />
</Box>
 

fancy

Active Member
I am still having the issue of being to far away from the table tried the path suggsted to me and still stops to far away. I am also still having the issue of not running the correct path. Instead of running around a building and going into the door like i have mapped. I try to run straight to the supply vendor and get stuck on the outside wall.
 

aChallenged1

Active Member
Movement related posts do not belong here

The pathing issues are known, and being worked on. The old movement system was too simple, too easy to spot as being a bot what with the way it beelined everywhere, always stopping at nearly the exact place.

The movement system in use now will do the job, far better than the old. The thing is, very few people have worked with creating movement scripts that make use of Lavish Navigation (LavNav). These issues will get ironed out. However, it takes good information, not complaining about it to help fix the issue.

Lastly, if you have issues with "Pathing"/movement then you're complaining in the wrong place. There is a thread for those issues, and they should be posted there. Keep in mind Craftbot is the work of one person, the movement code is by another, so you must post to the proper place. For VGCraftBot movement code that place is LavishNav for VGCraftBot.
 

VGRune

Active Member
aChallenged1 said:
The pathing issues are known, and being worked on. The old movement system was too simple, too easy to spot as being a bot what with the way it beelined everywhere, always stopping at nearly the exact place.

The movement system in use now will do the job, far better than the old. The thing is, very few people have worked with creating movement scripts that make use of Lavish Navigation (LavNav). These issues will get ironed out. However, it takes good information, not complaining about it to help fix the issue.

Lastly, if you have issues with "Pathing"/movement then you're complaining in the wrong place. There is a thread for those issues, and they should be posted there. Keep in mind Craftbot is the work of one person, the movement code is by another, so you must post to the proper place. For VGCraftBot movement code that place is LavishNav for VGCraftBot.

Thanks for providing the pathing information link, I have been muddling along without all that valuable information.
 

aChallenged1

Active Member
VGRune said:
Thanks for providing the pathing information link, I have been muddling along without all that valuable information.
Nice bit of sarcasm, however, it doesn't change the fact that 1) you are bitching, and not giving real information worth the bits they take up on the forms; 2) even if you were giving good information this is still not the forum for your issues with pathing.

Try harder next time if you are going to be sarcastic with me.
 

magnav0x

Active Member
Xeon said:
Ahh yes, good point. Done and Done.
Xeon did you already put in the code to check if the repair merchant is set to NONE? Even with the recent updates I'm still having problems with having no Repair merchant set.

For anyone else who is still having this problem, I just edited craft-items.iss file and changed this around:

From:
PHP:
	do
	{
		if ${Me.Inventory[${iCount}].CurrentEquipSlot.Find[Craft]} && ${Me.Inventory[${iCount}].Durability} < ${iDamaged}
			return TRUE
	}
To:
PHP:
	do
	{
		if ${Me.Inventory[${iCount}].CurrentEquipSlot.Find[Craft]} && ${Me.Inventory[${iCount}].Durability} < ${iDamaged}
			return FALSE
	}
It still runs through all the repair checks but always returns FALSE indicating no repairs are needed. This loop is in the RepairNeeded() function at the very bottom of the file.

Also has anyone had troubles with doors today? Since late last night my bot gets hung up at the barn door in Tursh every time. I never had this issue until last night. I've removed the vgpath XML file for the chunk and remapped a few times, but it still gets stuck every time. Other than that everything else is still working great. I'm moving to Leth now since I outgrew the WO's in Tursh, so hopefully there aren't any doors in that crafting area.
 

gnits

Active Member
magnav0x said:
I'm moving to Leth now since I outgrew the WO's in Tursh, so hopefully there aren't any doors in that crafting area.
The crafting area in Leth Nurae has more doors than anything i have seen in my life. It's horrid.
 

Smyrk

Active Member
magnav0x said:
GAH! Any suggestions in Thestra?
Try an outpost... Veskal's or Fisher's Pen or Konarthi Point are all pretty decent, plus you get the extra faction for doing the work orders at them.

If you are at Tursh, Fisher's Pen is pretty close to the north, just follow the road past up past the newbie areas into Ocean Watch. Its off the right hand side of the road as you come around the mountain.
 

magnav0x

Active Member
Smyrk said:
Try an outpost... Veskal's or Fisher's Pen or Konarthi Point are all pretty decent, plus you get the extra faction for doing the work orders at them.

If you are at Tursh, Fisher's Pen is pretty close to the north, just follow the road past up past the newbie areas into Ocean Watch. Its off the right hand side of the road as you come around the mountain.
Thanks! I know just where you are talking about. I've run by it a few times and was actually thinking about it as I was posting. Does the task master stay within the fence?
 

Smyrk

Active Member
magnav0x said:
Does the task master stay within the fence?
Thats a good question to which I don't have an answer, I'm sorry to say. I haven't been up there to craft since the taskmasters began to meander about.
 

thezig

Active Member
Smyrk said:
Thats a good question to which I don't have an answer, I'm sorry to say. I haven't been up there to craft since the taskmasters began to meander about.
No, the go around and over the fence whenever they feel like it. This wreaks havoc with the pathing system, since it seems to connect any points it wants to, which causes your character to run mindlessly into the fence if there's any points on the other side for it to connect to.
 

Kakapo

Active Member
I've had a problem with my bot contanstly getting a Stuck in a pathing loop at the forge?

I only get it at the forge and once i pause and unpause the bot it starts worknig fine.

Now i've deleted the nav file and recreated it, and its still doing it.

Anyone having this same issue or got any thoughts on how to fix it.
 

gnits

Active Member
magnav0x said:
Thanks! I know just where you are talking about. I've run by it a few times and was actually thinking about it as I was posting. Does the task master stay within the fence?
No, but my map file works... just follow her inside the fence, it should be able to make a path
 

Zamu

Well-Known Member
aChallenged1 said:
Lastly, if you have issues with "Pathing"/movement then you're complaining in the wrong place. There is a thread for those issues, and they should be posted there. Keep in mind Craftbot is the work of one person, the movement code is by another, so you must post to the proper place. For VGCraftBot movement code that place is LavishNav for VGCraftBot.
Is the issue with doors not working a pathing issue?
I guess it is related to pathing since it is the movement bit and not the crafting that doesn't work, but my thought was that it might just be the Door button that simply doesn't do it's work (since it says that it's putting a DOOR tag somewhere and no tag shows up), and then it's probably nothing to do with navigation? Since the navigation can't be blamed for not opening a door it hasn't gotten any information about.
 

magnav0x

Active Member
Zamu said:
Is the issue with doors not working a pathing issue?
I guess it is related to pathing since it is the movement bit and not the crafting that doesn't work, but my thought was that it might just be the Door button that simply doesn't do it's work (since it says that it's putting a DOOR tag somewhere and no tag shows up), and then it's probably nothing to do with navigation? Since the navigation can't be blamed for not opening a door it hasn't gotten any information about.
I was thinking the same thing. The pathing seems fine, it just never opens the door when it gets to the door.
 

aChallenged1

Active Member
Doors are part of pathing, not the actual crafting related stuff.

Movement from one point to another, even through a door is an issue for the other thread that I posted earlier, and you keep ignoring, just because you can't figure out the difference between "movement related" and "crafting related".
 

magnav0x

Active Member
aChallenged1 said:
Doors are part of pathing, not the actual crafting related stuff.

Movement from one point to another, even through a door is an issue for the other thread that I posted earlier, and you keep ignoring, just because you can't figure out the difference between "movement related" and "crafting related".
Someone had a bad Friday the 13th.... When I say the pathing is fine I mean it takes the correct routes when pathing, it just doesn't seem to click the door. Clicking doesn't seem like "pathing" to me in a technical sense.

And yes in first person and it's still an issue. I may try reinstalling vgcraftbot all together and see if it fixes the issue at some point, but right now it isn't a problem as I'm not in an area with a door now.
 

Kakapo

Active Member
Could someone please explain how each of the 3 sliders affect the crafting process, I've tried to look at the code but it doesnt make any sence to me yet.

I'm trying to tweak it so I can make mods at least at the C - B grade., using my skill set and level.

I understand the middle slider(prog ratio) is used to override the pumping of quality if your AP's start getting low. I'm just not sure on how the Min Qual and Max Qual affect the progression and raising of the quality of the items your trying to craft.

Thanks in advance.
 

Mr.DK

Active Member
Niffy little bug found.
I'm doing refinerecipes currently.
They require Cleaner and Softener.
But when the bots sets up the table, he removes Softener (wich is required) and add the other utilityitems. The bot waits to begin the recipe, but it doesn't cause of missing second required utility.

I solved this problem by adding Softener to Extra Ingred Items, but it is not the right way, i guess.
 

thezig

Active Member
Now that the pathing is better, the bot is almost flawless. My only gripes are the bot's inability to distinguish WO difficulty based on rating instead of AP, and that it also continues to use partial quality actions after it's reached the max quality. I think it's almost ready for 1.0 :)
 

Xeon

Active Member
Mr.DK said:
Niffy little bug found.
I'm doing refinerecipes currently.
They require Cleaner and Softener.
But when the bots sets up the table, he removes Softener (wich is required) and add the other utilityitems. The bot waits to begin the recipe, but it doesn't cause of missing second required utility.

I solved this problem by adding Softener to Extra Ingred Items, but it is not the right way, i guess.
I'll need to debug info from your scripts/vgcraft/save/ToonName/xxcraft-output.log file.

Starting at VG: Called RecipeSupplyNeeded
 

mordacai

Active Member
Yeah I was having the same issue Asherbuck, I just started the bot then manually went to get a WO and it seemed to kick start itself into action. Just try a few things along those lines gettting WO's,abandoning WO's setting up to manually to do a work order and it should kick into action at some point.
 

kthanx

Active Member
for some reason my character runs to the workorder NPC targets it but then does not talk... how do i fix this?
 

djvj

Active Member
Make sure you don't have any w/o's already. The only time that has happened to me is when I did have w/o's, but this hasnt happened to me in a long time.
 

thezig

Active Member
Just a tip: if you're starting up vgcraftbot and already have WOs in your list, the bot will ignore them and get 3 new ones, abandoning the old ones if you don't have enough items made. You can get around this by first opening the crafting station and clicking on one of the work orders, then starting the bot. It should pick it up from there and start crafting.
 

gp1001

Active Member
I have also found that if your pathing isnt working the way you expected and you have tried all else, deleting the path file in /vgcraft/vgpaths/ and starting fresh helps allot.
 

Mr.DK

Active Member
Xeon said:
I'll need to debug info from your scripts/vgcraft/save/ToonName/xxcraft-output.log file.

Starting at VG: Called RecipeSupplyNeeded
Well... thems that it's a VG-Bug...
Code:
20:23:49::VG: Called SupplyNeeded
20:23:49::VG:recipe requires: Cleaner :: 10 :: 10
20:23:49::VG:recipe requires: Treatment :: 10 :: 10
20:23:49::VG:recipe requires: Cleaner :: 10 :: 20
20:23:49::VG:recipe requires: Treatment :: 10 :: 20
20:23:50::VG: StationRecipeSelect called: 3 :: 16 
20:23:51::VG:SRS:Set Silkbloom Window Coverings :: TRUE
20:23:51::VG:Difficulty: Moderate
20:23:51::VG: Found a recipe to use, now do table setup
20:23:51::Refining:DoSetup -- Table Setup started
20:23:51::VG: (0):() :: Silkbloom Bale moved to crafting inventory.
20:23:51::VG: (0):() :: Cleaner moved to crafting inventory.
20:23:51::VG: (0):() :: Softener moved to crafting inventory.
20:23:51::VG: (78):() :: Crafting recipe selected: Silkbloom Window Coverings
20:23:51::VG: (78):() :: You may now set up your workbench.
20:23:51::VG: Removing from table: Softener
20:23:51::VG: Removing from table: Silkbloom Bale
20:23:52::VG: (0):() :: Softener removed from crafting inventory.
20:23:52::VG: (0):() :: Silkbloom Bale removed from crafting inventory.
20:23:52::VG: AddExtra testing: Water
20:23:52::VG: AddExtra adding: Water
20:23:52::VG: (0):() :: Water moved to crafting inventory.
20:23:52::VG: AddExtra testing: Adhesive
20:23:52::VG: AddExtra adding: Adhesive
20:23:52::VG: (0):() :: Adhesive moved to crafting inventory.
20:23:53::VG: AddExtra testing: Treatment
20:23:53::VG: AddExtra adding: Treatment
20:23:53::VG: (0):() :: Treatment moved to crafting inventory.
20:23:53::VG: AddExtra testing: Bandages
20:23:53::VG: AddExtra adding: Bandages
20:23:53::VG: (0):() :: Bandages moved to crafting inventory.
20:23:53::VG: AddExtra testing: Strengthener
20:23:54::VG: AddExtra adding: Strengthener
20:23:54::VG: (0):() :: Strengthener moved to crafting inventory.
20:23:54::Refining.State: 1
20:23:54::UsableItemCount: 25
20:23:54::OrigActionPointsAvail: 3000
20:23:54::ActionPointsUsed: 0
20:23:54::Quality: -1
20:23:54:: ==== Table Data ==== 
20:23:54::Table: 6
20:23:54::TotalTableSpace: 6
20:23:54::VG:Table(1): Cleaner :: 25
20:23:54::VG:Table(2): Adhesive :: 25
20:23:54::VG:Table(3): Water :: 25
20:23:54::VG:Table(4): Strengthener :: 25
20:23:54::VG:Table(5): Treatment :: 25
20:23:54::VG:Table(6): Bandages :: 25
20:23:54:: ==== CurrentRecipe Data ==== 
20:23:54::ID: 19395
20:23:54::Name: Silkbloom Window Coverings
20:23:54::Description: Recipe Skill: Material Preparation

Optional Ingredients:
(1) Silkbloom Bale

Utilities:
Cleaner
Treatment

Tools:
Ruler
Scraper
Knife
Brush

Description:This recipe allows you to make silkbloom window coverings
So, Treatment stands in this discription, but you need at least Softener (which is in the automatic-table-setup) to start this recipe.

Later on in debug-log:
Code:
20:23:55:: ============================================================= 
20:23:55::Step 4:Name: Softener
20:23:55::Step 4:Description: Softener is used to make materials comfortable and safe to wear.
20:23:55::Step 4:AvailActionsCount: 2
20:23:55::Step 4:AvailAction 1:Name: Careful Treatment
20:23:55::Step 4:AvailAction 1:ActionPointCost: 75
20:23:55::Step 4:AvailAction 1:Description: This is a basic application of treatment.

Attribute Used: Reasoning

Skill Used: Material Processing Utilities

 

Progress: Moderate

Item Required: Softener (1)
20:23:55::Step 4:AvailAction 2:Name: Extra Coat
20:23:55::Step 4:AvailAction 2:ActionPointCost: 50
20:23:55::Step 4:AvailAction 2:Description: This applies a small amount of treatment to the material that increases quality.
 

Attribute Used: Reasoning

Skill Used: Material Processing Utilities



Progress: Very Low

Quality: Very Low

Item Required: Softener (1)
So, i think, it a niffy VG-Bug....
 

Mr.DK

Active Member
What the hell?!?
While i was typing the post above, he finished the recipe!
Code:
20:28:53::VG: NOTICE: Idle for more than 5 minutes, kickstart!
20:28:53::VG: (0):() :: Cleaner removed from crafting inventory.
20:28:54::VG: (0):() :: Water removed from crafting inventory.
20:28:54::VG: (0):() :: Adhesive removed from crafting inventory.
20:28:54::VG: (0):() :: Treatment removed from crafting inventory.
20:28:54::VG: (0):() :: Bandages removed from crafting inventory.
20:28:54::VG: (0):() :: Strengthener removed from crafting inventory.
20:28:55::FindMoveTarget: Outfitter Material Bench
20:28:55::VG: FindMoveTarget: Pawn:Target(exists): Outfitter Material Bench
20:28:55::VG:MoveTargetPath called: Outfitter Material Bench
20:28:55::bNav: X: -43073.000000 Y: -618.000000 Z: 1773.000000
20:28:55::bNav: Names: 52 :: 55
20:28:55::bNav:MovetoTargetName: Found Path to auto-461FEBB1-6 with 2 hops from auto-461FEBAE-5
20:28:55::bNav:MovetoTargetName: Short path, just end it!
20:28:55::VG:MoveTargetPath: END
20:28:56::TargetCloseObject: Outfitter Material Bench
20:28:57::VG:TargetCloseObject: Target(exists): Outfitter Material Bench
20:28:57::VG: Moving to Found Target
20:28:57::VG:MoveToTarget: Already nice and close. All done.
20:28:57::VG: MoveDone called :: Distance: 0.583983
20:28:58::VG: at Station, start working
20:28:58::Targeting: Outfitter Material Bench
20:29:00::VG: (78):() :: Select the recipe you wish to use.
20:29:00::VG: Called SupplyNeeded
20:29:00::VG:recipe requires: Cleaner :: 10 :: 10
20:29:00::VG:recipe requires: Treatment :: 10 :: 10
20:29:00::VG:recipe requires: Cleaner :: 10 :: 20
20:29:00::VG:recipe requires: Treatment :: 10 :: 20
20:29:02::VG: StationRecipeSelect called: 3 :: 16 
20:29:03::VG:SRS:Set Silkbloom Window Coverings :: TRUE
20:29:03::VG:Difficulty: Moderate
20:29:03::VG: Found a recipe to use, now do table setup
20:29:03::Refining:DoSetup -- Table Setup started
20:29:03::VG: (0):() :: Silkbloom Bale moved to crafting inventory.
20:29:03::VG: (0):() :: Cleaner moved to crafting inventory.
20:29:03::VG: (0):() :: Softener moved to crafting inventory.
20:29:03::VG: (78):() :: Crafting recipe selected: Silkbloom Window Coverings
20:29:04::VG: Removing from table: Softener
20:29:04::VG: (78):() :: You may only manipulate your crafting inventory during the crafting setup process.
20:29:04::VG: Removing from table: Silkbloom Bale
20:29:04::VG: (78):() :: You may only manipulate your crafting inventory during the crafting setup process.
20:29:04::VG: (78):() :: You may now set up your workbench.
20:29:04::VG: AddExtra testing: Water
20:29:05::VG: AddExtra adding: Water
20:29:05::VG: (0):() :: Water moved to crafting inventory.
20:29:06::VG: AddExtra testing: Adhesive
20:29:06::VG: AddExtra adding: Glue Adhesive
20:29:07::VG: (0):() :: Glue Adhesive moved to crafting inventory.
20:29:07::VG: AddExtra testing: Treatment
20:29:08::VG: AddExtra adding: Treatment
20:29:08::VG: (0):() :: Treatment moved to crafting inventory.
20:29:08::VG: AddExtra testing: Bandages
20:29:09::VG: AddExtra adding: Bandages
20:29:09::VG: (78):() :: <color=red>You do not have enough room in your crafting inventory.
20:29:09::VG: AddExtra testing: Strengthener
20:29:10::VG: AddExtra adding: Strengthener
20:29:10::VG: (78):() :: <color=red>You do not have enough room in your crafting inventory.
20:29:11::Refining.State: 1
20:29:11::UsableItemCount: 25
20:29:11::OrigActionPointsAvail: 3000
20:29:11::ActionPointsUsed: 0
20:29:11::Quality: -1
20:29:11:: ==== Table Data ==== 
20:29:11::Table: 6
20:29:11::TotalTableSpace: 6
20:29:11::VG:Table(1): Silkbloom Bale :: 13
20:29:11::VG:Table(2): Cleaner :: 25
20:29:11::VG:Table(3): Softener :: 25
20:29:11::VG:Table(4): Glue Adhesive :: 25
20:29:11::VG:Table(5): Water :: 25
20:29:11::VG:Table(6): Treatment :: 25
20:29:11:: ==== CurrentRecipe Data ==== 
20:29:11::ID: 19395
20:29:11::Name: Silkbloom Window Coverings
20:29:11::Description: Recipe Skill: Material Preparation

Optional Ingredients:
(1) Silkbloom Bale

Utilities:
Cleaner
Treatment

Tools:
Ruler
Scraper
Knife
Brush

Description:This recipe allows you to make silkbloom window coverings
Nice Work, Xeon!!!
 

Crassocracy

Active Member
With the .9994 patch, my quality sliders have stopped having an affect on the amount (or lack there of) of quality. I've tried both sides of the extremes and everything in between but none seemed to have an effect.
 

eaglepigjim

Active Member
Awesome job on the bot, it truly is fantastic, however I'm havign a few issues.

I am having about a 90% fail rate on 2000Ap Easy recipes at level 19 and now 20 when the last step is the tool step. I have tried all diferent slider options but nothign seems to help.

If the last step is station or utility I get A or B with about a 99% success rate.

The problem stems from 2 problems.

1) When it gets to the tool stage with plenty of AP, say 400 it will do the 150point High Progress, Low Quality. The quality is already at the minimum quality of 75% so doesnt need any more quality.
I think that in this case it should only use the 75AP med progress, then it would easily finish the recipe.

2) The other problem is more of a global problem when complications occur at low AP totals, when under 300AP I often see recipes fail because the bot finishes the complications when it could be ignored to be finished.


Im also still havign issues with the Nav, but cant get enough info to put a post in the other thread. Deleting the paths file a few times and recreating seems to fix it.
 

metallica5

Active Member
Tips for common problems, I've noticed...

On regular WOs, if you start a WO and get the "Error cant find path to bench" when you're standing right next to it and have used the same path before just approach the bench from a different angle without it targeted and pause/resume the bot.

On Recipes: If you get the "small text" problem on choosing your recipe, endscript then runscript again and that will fix it.

If you get the problem where you select a recipe to repeat more than once and it doesnt, just endscript and runscript again. :)
 

Xeon

Active Member
eaglepigjim said:
I am having about a 90% fail rate on 2000Ap Easy recipes at level 19 and now 20 when the last step is the tool step. I have tried all diferent slider options but nothign seems to help.
1) When it gets to the tool stage with plenty of AP, say 400 it will do the 150point High Progress, Low Quality. The quality is already at the minimum quality of 75% so doesnt need any more quality.
If you have lots of AP and are below the Max Qual: slider value, then it will choose actions that increase Quality.

Try moving the Max Qual slider for the 2000AP easy section to almost the same as Min Quality and see if that works.

2) The other problem is more of a global problem when complications occur at low AP totals, when under 300AP I often see recipes fail because the bot finishes the complications when it could be ignored to be finished.
I've adjusted these values so that if it's ever below 200 AP (even if it's currently Fixing a Complication) it stops and just tries to complete the WO.
 

CrazyJosh1

Active Member
Ok, Xeon I have to ask. Everytime I update VGCraftBot the Extra Quality meters change from 2000, 2500, etc to Very Easy, Easy, Etc. Is there a reason you keep altering this lol.
 

thezig

Active Member
CrazyJosh1 said:
Ok, Xeon I have to ask. Everytime I update VGCraftBot the Extra Quality meters change from 2000, 2500, etc to Very Easy, Easy, Etc. Is there a reason you keep altering this lol.
I'd like to know this too, as having AP-based difficulty sliders really screws things up when all difficulties use the same AP.
 

Xeon

Active Member
CrazyJosh1 said:
Ok, Xeon I have to ask. Everytime I update VGCraftBot the Extra Quality meters change from 2000, 2500, etc to Very Easy, Easy, Etc. Is there a reason you keep altering this lol.
Yes. The problem is that at levels close to 10's (19,20,21 for example) you will get difficulty named Work Orders that contain two different AP values.

For example, you could get Easy work orders with 3500 AP and Moderate work orders with 3500 AP.

If you only have tabs for Easy and Moderate, you are going to fail the 3500 AP Easy work orders, because you have your sliders all setup for the 3000 AP Easy work orders you were getting.

What I've done is go back to the AP # for the sliders and then added in a fudge factor for Moderate and Difficult work orders of that same AP #
 

thezig

Active Member
Xeon said:
Yes. The problem is that at levels close to 10's (19,20,21 for example) you will get difficulty named Work Orders that contain two different AP values.

For example, you could get Easy work orders with 3500 AP and Moderate work orders with 3500 AP.

If you only have tabs for Easy and Moderate, you are going to fail the 3500 AP Easy work orders, because you have your sliders all setup for the 3000 AP Easy work orders you were getting.

What I've done is go back to the AP # for the sliders and then added in a fudge factor for Moderate and Difficult work orders of that same AP #
So, if all easy/moderates are the same AP we should set the sliders as if they were all easy and let the program figure it out?
 

Xeon

Active Member
thezig said:
So, if all easy/moderates are the same AP we should set the sliders as if they were all easy and let the program figure it out?
Yep, that is correct

But you don't have to do Easy's to adjust the sliders, just set them with whatever you are working on and they should be correct for all named difficulty types.
 

thezig

Active Member
Xeon said:
Yep, that is correct

But you don't have to do Easy's to adjust the sliders, just set them with whatever you are working on and they should be correct for all named difficulty types.
Everything seems to be working great now, thanks Xeon.
 

aChallenged1

Active Member
Yes, could you put in a check for angle from center of the crafting tables that allows is to be withing a 90deg arc? It looks fishy when the bots always face dead center to the tables.
 

djvj

Active Member
I agree. I hate that it turns so much to the supply npc, table, w/o npc, repair....it doesnt have to face any of them except the table.
 

Andykay

Active Member
Yep, seems to be working nicely for the most part. A few AI related issues:

If in the first bracket of two actions, the ingrediant action that is used to boost quality is present, it will tend to pump this to the Max quality level because there are still plenty of AP left, seeing as it's the first action. I notice this mostly on the 3000 AP recipes with an ingrediant action in the first bracket, and another one in the last bracket, along with the finishing action. This always results in it running out of AP.

Secondly, that problem where it uses progress+quality actions is still present and this can cause you to narrowly miss completion of recipes you otherwise may finish.

Love the changes you've recently made. My only other suggestion is perhaps making it stop fixing complications at 300 or 400 points, rather than 200, as often it makes little difference by this stage.
 

Blazer

Active Member
Xeon.
Why did you include all the tga files in the craftbot zip?. Its over 6mb download.
That is why I created the VGSkin creator file (Located in the .Net section), which will generate the vgskin file based on where your vanguard is installed.
The only thing I need to change is the actual slider, which is currently too small, other than that, if there is anything else that should be included just let me know.
 

gp1001

Active Member
Blazer said:
Xeon.
Why did you include all the tga files in the craftbot zip?. Its over 6mb download.
That is why I created the VGSkin creator file (Located in the .Net section), which will generate the vgskin file based on where your vanguard is installed.
The only thing I need to change is the actual slider, which is currently too small, other than that, if there is anything else that should be included just let me know.
Lol spoke too soon, Awsome the wrapper is fixed.
 

Blazer

Active Member
gp1001 said:
Lol spoke too soon, Awsome the wrapper is fixed.
It had nothing to do with the wrapper heh. The only reason it broke was because the echo had changed in the lavish dll, and i had to recompile. So you dont even need to load ISXVG at all.
 

Kazman420

Active Member
The New Craft HUD is Great!

Version 0.9996

CraftHUD = Awsome!!!

Just one question if I may... Is there any way to adjust the background transparency of that window, or perhaps change the font color? The yellow sand on my screen is camouflaging the yellow statistics, hehe.

Not a big deal or anything. I can usually find something dark to move the window over, just curious if thats possible. Thanks as always!
 

JD7

Active Member
UI Not updated to follow screenshots you've posted, lots of pathing issues when using the bot in Western Winds Trading Post ( dragons Backbone village ), lots of hang ups during pathing.

Great bot has moved me 10 lvls in 2 days ty for all your hard work X.
 

aChallenged1

Active Member
Xeon said:
If you have lots of AP and are below the Max Qual: slider value, then it will choose actions that increase Quality.

Try moving the Max Qual slider for the 2000AP easy section to almost the same as Min Quality and see if that works.


I've adjusted these values so that if it's ever below 200 AP (even if it's currently Fixing a Complication) it stops and just tries to complete the WO.
Sounds good Xeon, however, would you consider making a box for input so that we can choose the number of AP remaining before pushing to finish? Just an idea. Though, likely a dangerous one that would end up causing people who aren't attentive to get screwed, which in turn would start them posting here about their griefs.... hell, forget I asked. LOL
 

MstrGareth

Active Member
aChallenged1 said:
On the recipe tab, it will not click the recipe and put it in the window. It is not a graphics glitch. If I run the bot it waits for me to choose which recipe manually. :confused:

I get the same problem. Work around is to close craftbot and restart it.
 

MstrGareth

Active Member
First off, the HUd owns :) Stupid little thing but so nice to have. And cudos on the IS console output option :)


I am having a problem though, when running the bot, if the supplier/table/WO npc are out of radar range it gets stuck and doesnt know what to do. When I run it and it cant findt the suplier, it goes to the far edge of the mapped area and just sits there forever, like it is waiting for the supplier to walk within range.

Is there a way to re-add the search points concept you used previously, where we can set waypoints for the bot to go search from for a specific target?
 

GTxFinish

Active Member
Awesome job on the updates, I like where this bot is headed and i think you did an exceptional job with the coding.

I noticed something today though, Im a 28 carpenter and I had just aquired a new skill under crafting utility "Pure Solvent", and im nto sure if the bot recognizes this as a skill, because it is most definently the best way (and in some cases the only way) to complete a WO successfully.

At this point, Utility is starting to get weak (4% quality increase, not even worth the action points) and would be better made with tool actions. the bot will still spam the quality increase until the AP limit is met, and then force progress, but by then its wasted so many AP that you wont be able to finish the WO. In order to solve this temporarily, ive forced progress (set slider way low, to about 20) to force it out of the quality pumping phase and get to the actions that actually increase the quality. Unfortunately, this does not work for half the orders, and will end up forcing you to finish with a Grade D and about 1k AP left over ;).

Just wanted to bring it to your attention, just in case there's a way around it.
 

gnits

Active Member
I think we are ready for the next level of randomness. Ideas to add randomness.

1) add additional 'points of interest' (via another page) that at random times it may go to one of those and interact and define the major types. Banker, Broker, mailbox (even making sure to collect mail or even react to having received mail and go get it if mailbox is defined), various vendors, maybe even the alternate workorder type. By the way this last one is good to throw in once in a while if not just to keep the other skills up as you level.

2) second would be the possibly have alternate routes to choose to get there. This one may be harder so i throw it in as a thought.

3) there should be some random delay when dealing with consequences as people who use Mort's macros or something similar to that would do fine when dealing with not having a complication. But having to react to a complication 'should' be frought with delays and random ones at that. There should also be a delay when selecting a new work order to do as even those using Mort's Macros would have to do that. I know we all want to grind hard with these but efficiency can work against us.

4) Maybe have the idea of having the bot find a random place to just stop and 'take a break' every so often, maybe set AFK up with a set of configurable messages, such as 'Away to do the dishes', or other such things ( my favorite based on playing times is... 'Putting the kids to bed'. Since this doesnt require the same level of 'responsiveness' as an autoresponder, it should be easy enough to implement. the only issue is the movement to some random mapped point to just sit there. Lot's of people just AFK in the middle of nowhere in an outpost or town.

5) Utilize multiple crafting stations. This is probably the hardest one in the world to implement but i can tell you in large areas with lots of these stations. it can be good. The trick would be to tie in the radar functions with them and compare them to the mapped points to see if there is a way to get to it, or better yet, add a button (ala Add Door) that records a crafting station like it records a door point and also its name. So you can wander around and map out to all the areas you can get to a crafting station and map paths to it. Taking this to the next level, even look at the radar to see how many people are at a specified station and avoid it if its too busy. Now, some places (mostly outposts) dont have multiple stations but in the big crafting towns there are usually a bunch... Bord, NT, ahgram, etc.

6) Change crafting type if too busy, IE switch to refining if finishing is too busy.



This is a heck of a list to chew over at first but a lot of good things in here we could try. NOTE: Mort's Macros is a stick on www.vanguardcrafters.com

I think the page for 'points of interest' should be a page and have something like this.

+==================================+
| (0) Use Points of Interest
| (POI #1) Name ..............................Type
| (POI #2) Name ..............................Type
| (POI #3) Name ..............................Type
| (POI #4) Name .............................Type
| (POI #5) Name .............................Type
|
| (0) Interact
|
| (0) Random Delay _2_ _10_
|
| (0) Take Breaks
| (0) Set random AFK message at breaks
| (0) Use different crafting stations
|
|
+==================================+


Etc...
 

Xeon

Active Member
aChallenged1 said:
Yes, could you put in a check for angle from center of the crafting tables that allows is to be withing a 90deg arc? It looks fishy when the bots always face dead center to the tables.
I'll just check for LineOfSight and if it has it, then don't turn at all.
 

Xeon

Active Member
Blazer said:
Xeon.
Why did you include all the tga files in the craftbot zip?. Its over 6mb download.
That is why I created the VGSkin creator file (Located in the .Net section), which will generate the vgskin file based on where your vanguard is installed.
The only thing I need to change is the actual slider, which is currently too small, other than that, if there is anything else that should be included just let me know.
Yeah, I need to switch over to that.... I'll work on it today
 

Xeon

Active Member
dazed0119 said:
anychance of adding a back ground to the HUD? its hard as hell to read in bright daylight.
In the next release, the small button on the left of the HUD will toggle a black background.
 

jt3

Active Member
Great bot! In the context of additional features and adding to gnits post (#4 specifically), would it be to hard to program an option to shutdown and go afk for a set period designated through the interface? For instance if I wanted to bot for 3 hours and shut down for 30 ect? Maybe have a choice for two alternate intervals to switch between (bot for 3 hours then choose 30 minute afk downtime or an hour desginated by a fill in box for time). Just thinking for different ways to make it look more human like (as i see people afk near stations all the time).

Thanks again!
 

aChallenged1

Active Member
Message: "Missing item: <name of item>"

Need to do something about work orders first step where you can choose to use your own materials or not. It always goes for the use materials, and ignores the other choice. Get message "Missing item: name of item"
Probably best way to do it is have a checkbox, checked for use existing mats (those on the players character) unchecked for do not use existing mats, which should be the default anyways. I don't feel like having to go harvest continuously, and I'm sure others feel the same. I just want to do my crafting to raise my level and faction.
 

Xeon

Active Member
aChallenged1 said:
Need to do something about work orders first step where you can choose to use your own materials or not. It always goes for the use materials, and ignores the other choice. Get message "Missing item: name of item"
Probably best way to do it is have a checkbox, checked for use existing mats (those on the players character) unchecked for do not use existing mats, which should be the default anyways. I don't feel like having to go harvest continuously, and I'm sure others feel the same. I just want to do my crafting to raise my level and faction.
What the hell are you talking about?
 
Status
Not open for further replies.
Top Bottom