VGCraftBot -- feedback thread (Archive)

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Theras

Active Member
Any thoughts of adding a faction grinding option where it grabs a trivial/very easy WO, does 1 item, and turns it in?

Would be an amazing addition.

Also want to bring up the addition of using dusts/catalysts when doing the "repeat recipe" thing.

Thanks bro, keep up the great work.
 

thezig

Active Member
Theras said:
Any thoughts of adding a faction grinding option where it grabs a trivial/very easy WO, does 1 item, and turns it in?

Would be an amazing addition.

Also want to bring up the addition of using dusts/catalysts when doing the "repeat recipe" thing.

Thanks bro, keep up the great work.
Don't you get faction for doing single item WOs? I've never checked myself, so that might not be an option.

As for dusts, I think the program is already set up to do this. You need to add the name of the dust into the Extra Ingredients list, and then it should work. I haven't tried it, but I know that (even when paused) the program will automatically use the dust when I'm crafting an item.

Edit:
Xeon, would it be possible to have the program use some of the upper level station actions? At around 250 skill you get a moderate/moderate action that's quite effective if you also have lots of points in Station to reduce comps.
 
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GTxFinish

Active Member
For one reason or another, the bot will pickup 3 work orders, only do two of them, then at turn-in time will abandon the one it didnt do and turn in the two it did.

Is there any way I can get my bot to do 3 WO's again? lol

Msuix
 

Xeon

Active Member
GTxFinish said:
For one reason or another, the bot will pickup 3 work orders, only do two of them, then at turn-in time will abandon the one it didnt do and turn in the two it did.

Is there any way I can get my bot to do 3 WO's again? lol

Msuix
One of the crafters (maybe Outfitter?) has some Work Orders that have incorrect information in them. They say they need 'Cleaner' when really they need 'Solvent'. Because the Bot just parses the text to see what type of ingredients they really need, there is nothing I can do about this.

But check the recipes that it's picking and see if you have a big red 'You don't have all the materials required' message on it.
 

djvj

Active Member
I had the same thing happen to me on a trivial recipe, I had to disable that tier of w/o's until I leveled and they were no longer there.
 

thezig

Active Member
Maybe this is a bug, but the bot is grabbing Single WOs from the npc even though I have it unchecked. It gets sets/batches, too, but it will occasionally get a Single.
 

Smyrk

Active Member
thezig said:
Maybe this is a bug, but the bot is grabbing Single WOs from the npc even though I have it unchecked. It gets sets/batches, too, but it will occasionally get a Single.
That will happen if there are no more Batches/Sets left to get in the difficulty ranges you specify. If its doing it when there are batches or sets left in those ranges then there is something else going on.
 

spudman

Active Member
In playing around with trying to get it to move to the station based on ID instead of name, I ran into this line in craft-move.iss, MoveTargetPath function

Code:
	if ${Pawn[${Target}](exists)} && (${Pawn[${Target}].Distance} < ${objPrecision}) && (${Pawn[${Target}].Distance} > 0)
Pretty sure it should be...

Code:
	if ${Pawn[${aTarget}](exists)} && (${Pawn[${aTarget}].Distance} < ${objPrecision}) && (${Pawn[${aTarget}].Distance} > 0)
since just ${Target} returns NULL
 

spudman

Active Member
Ok, I've been completely frustrated with this thing trying to craft through walls instead of crafting at the tables I tell it to, so I did some scrounging in the code tonight.

'IF' you have this problem and you want to try this out, it's worked for me on a few char's now. Xeon already has all the info there, it's just that he's routing himself to the 'nearest' station via Pawn search instead of going to the station we specify (which isn't necessarily bad if you have 'great' lavishnav maps some better collision detect code). This code change should go the the stations loc instead of using a Pawn Search.

Look in craft-move.iss for the MoveTargetPath function (it's about 2/3's down the file)
Change...
Code:
function:string MoveTargetPath(string aTarget)
{
	variable string sTest = "NO"
to
Code:
function:string MoveTargetPath(string aTarget)
{
	variable string sTest = "NO"
	variable point3f StationPoint
You're just adding the additional variable line.

Then look for these lines a few lines down from the above
Code:
		if ${cTarget.Equal[${cWorkNPC}]}
			call navi.MovetoTargetName "${aTarget}" TRUE
		else
			call navi.MovetoTargetName "${aTarget}" FALSE
and change it to this...
Code:
		if ${cTarget.Equal[${cWorkNPC}]}
			call navi.MovetoTargetName "${aTarget}" TRUE
		elseif ${cTarget.Equal[${cRefiningStation}]}
		{
			StationPoint:Set[${setPath[${Me.Chunk}].FindSetting[RefiningStationLoc]}]
                        call navi.MovetoXYZ ${StationPoint.X} ${StationPoint.Y} ${StationPoint.Z}
		}
		elseif ${cTarget.Equal[${cFinishingStation}]}
		{
			StationPoint:Set[${setPath[${Me.Chunk}].FindSetting[FinishingStationLoc]}]
                        call navi.MovetoXYZ ${StationPoint.X} ${StationPoint.Y} ${StationPoint.Z} 
		}
		else
			call navi.MovetoTargetName "${aTarget}" FALSE
I am new to lavishscript and this is not extensively tested, but it's got my 3 char's going in full bot mode again. I'm not sure why we're using cTarget here instead of aTarget, but really they should be the same since cTarget is just being passed as aTarget I think. Use at your own risk. If you can't find the file I'm talking about it's probably not a good idea for you to make the change.
 

Etain

Active Member
New version having this error

Call failed
Dumping script stack
--------------------
-->C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:891 VG_OnIncomingText() call PauseBot
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:909 CheckState() wait 10
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:2806 main() call CheckState
 

Xeon

Active Member
Etain said:
New version having this error

Call failed
Dumping script stack
--------------------
-->C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:891 VG_OnIncomingText() call PauseBot
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:909 CheckState() wait 10
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:2806 main() call CheckState
Looks like someone invited you to Group with them :D

Fixed in next release.
 

Tailormade

Active Member
feature request/suggestion.

I apologize in advance if this isn't the right forum for a feature request/suggestion.

When running in fully automatic mode, there seem to be two things that are the main problems that can be encountered.

The first one is pathing, and while I have no idea how to improve on the existing pathing, the feature I think would indirectly improve it would be an error counter. Just a simple incrementing variable to count how many times in a row a pathing error has occurred, and if it exceeds that limit, to quit trying and log out.

Another option might be to have the toon first try to get back to a "known good spot" if such a thing can be defined, and start over.

The second thing I have seen is when the inventory fills with many partial stacks of normal and WO reward utilities (abrasive emery, phoenix flux, plant mordant etc) so you don't have enough total, or enough in discrete stacks, but you also don't have room in your inventory for more. It seems that when this occurs, the toon starts running back and forth from the crafting station to the supply npc, forever.

It seems that this could be fixed with another error counter, counting those errors, with a couple of possible remedies once the error occurs sequentially enough times. The first would be to return to supply npc, and sell off ALL utilities. and then repurchase the amounts the script wants. And if after doing this, the script still cant free up enough space to keep working, it shuts down an dlogs the toon out.

Having a error handling tab with options along those lines would be very handy.

I don't know anything about lavishscript, so I apologize if the things I think will be simple are actually difficult and or complicated to implement. My own scripting experience begins and ends with some light shell scripting, so I hope its not bad form to suggestion these ideas with no idea how to implement them here.

Lastly, and this might also help with the partial stacks issue. A separate script, or function within this one that would take partial stacks of everything in one's inventory, and combine them into stacks if possible would be really cool
 

Paardje101

Active Member
Is it possible to make the bot not remove some complications ? Because some complications are positive. Like give effectiveness bonus, or quality bonus at the cost of ap. Maybe add in a function where u can put in all the complications u don't want to be removed. That would be really nice, cuz atm he just removes them and that costs ap's, too.

Also, does anyone elles have problems with the pathing not saving ? Every time I closed vgcraftbot or restart the game, I need to run trough the mapping process again to make the pathing, so every time it looses that. I also need to appoint the NPC's again, the Working Table, Work order npc, supply and repair will be again at NONE. Thanks in advance.

For the rest the bot works fine for me. Very good job =)


I don't know or this has been posted before but atleast I can't find it.
 
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Mr.DK

Active Member
Tailormade said:
The second thing I have seen is when the inventory fills with many partial stacks of normal and WO reward utilities (abrasive emery, phoenix flux, plant mordant etc) so you don't have enough total, or enough in discrete stacks, but you also don't have room in your inventory for more.
That's why i have those "rewards" (i.e. plant mordant) in the sellitemlist.
Don't have the problem with running out of space. Well, sometimes i do, cause of too much "worthy" rewards like Tools, Rares aso
Tailormade said:
The first would be to return to supply npc, and sell off ALL utilities. and then repurchase the amounts the script wants.
This can you do on your own! Type all Utils in the sellitemlist. All utils will be sold and the bot will buy the needed ones back.
 

kokoda

Active Member
no reply for the npc worker :(

Hi,
i have a problem when the character be back to the worker order and he doesn t give work order .In spam chat says: he doesn t work for u ,going to sleep...Excuse me for my poor english :)
And when i want to give them wo finish he say the same word he doesn t work for u ,going to sleep
Thx for u comprhension :)
 

Xeon

Active Member
Make sure you have several types of difficulties checked, such as Moderate and Easy. Or Easy and Very Easy.
 

spudman

Active Member
Xeon - I was having some major issues today with a map file in Leth Nurae. I ended recreating a big portion of the map and 'that', along with making door points 'not unique', seemed to fix the problem.

Not sure if the door points was the cause, but the counter for door points resets itself every time we run the script and yet they are being added as 'unique'. i.e. I run script first time and add two door points (DOOR_1, DOOR_2), then i leave script, come back in and map another area and add a door point and it tries to add (DOOR_1) as unique, but that name is already unique, so there's a conflict.

I manually went into the xml file and removed all the "unique='1'" tags from door points, mapped the area i wanted, removed the unique tags again and it then seemed to work ok. Just something to be aware of.
 

djvj

Active Member
Kokoda, it sounds like you mixed up your refining and finishing taskmasters, redo them in your maps.
 

thezig

Active Member
Could we get an option to have the bot automatically switch paths between finishing and refining when it throws the "no more work orders" error, instead of having it just go to sleep?
 

spudman

Active Member
Xeon, figured out what was causing my issues.

When switching from mapping mode to non mapping mode it doesn't reset the the 'LastRegion' variable, so if I go to map a tight space, then turn off mapping mode, get back outside and then turn it on it connects me back to the last region I was in before I shut it off. This was adding some major b-liner's to areas that I intended to map out very precisely.

What i did was add a 'wasMapping' bool variable just after 'isMapping' declaration, then in the main function just before it checks if we are mapping/plotting I put this code in...
Code:
			if ${isMapping} != ${wasMapping}
			{
				call DebugOut "Changed Mapping States, Reseting Regions"
				CurrentRegion:Set[${navi.CurrentRegion}]
				LastRegion:Set[${CurrentRegion}]
				wasMapping:Set[${isMapping}]
			}
It basically says that if you change mapping modes it resets the lastregion to your current region so it won't try to make those long connections to the last spot you were mapping. I don't think it will affect anything else, but you can say for sure.

The duplicate door spots wasn't my issue after all, but that's still a problem since it doesn't add the actual door children when it's a duplicate door name.
 

dazed0119

Active Member
Lately I have been haveing an issue with it popping up "Path not found" even though I am literrally RIGHT on top of the NPC. I have deleted the path file and redone it several times now, but still get it. Its not all the time, I have noticed it seems to be when the NPC is close to an object, like a rock or tree. Is there any way to fix this, or is it just a LOS issue that can't be worked around?
 

spudman

Active Member
dazed0119 said:
Lately I have been haveing an issue with it popping up "Path not found" even though I am literrally RIGHT on top of the NPC.
dazed, it's possible you have an errant point in your nav file for your supplier with no connections. I've posted things in the lavishnav for vgcraftbot thread to fix some of these things. In the meantime check your xml file and search for your supply npc's name. See if that point is a "child" to another box node. If it's not, it's a bad thing, since bnav won't know how to path to it then. I thought even if it failed though it should result to trying to go to the loc that you assigned for the npc. What does it do 'after' it says it can't find the npc?

<edit> actually if you're right on top of them, the pather is probably returning 0 hops, which in essence means there is no path there because you're already there, what does the bot do after this?
 
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kokoda

Active Member
No problem i have check some and tne npc worker don t valide the wo and in fact
don t give an another wo :(....Then i should be by the screen and look for when the wo finished ..This bot need to a surveilant :/ but i do with it and wait a solution :)...Thx
 

dyeman

Active Member
At first I was using VGCraftbot, then a guildie suggested VGCrafthelper so I switched to that. Recetly I have been hopping back and forth, and overall I like the flexibility of VGCraftbot more. That being said, there are some feature in VGCrafthelper that i think would really add to VGCraftbot. One of the biggest things is being able to delete a current path and select a new one for that zone (also have multiple paths for a single zone). This greatly helps to change things up to keep people thinking you are not a bot. Also, sometimes a path I have simply bugs out or I made it poorly and an option to delete it would be awesome. Another minor thing that I like about vgcrafthelper is the ability to tweak the bot mid craft (i.e. targeted effectivness, etc. There is a save button where you can save your settings rather than having to completley stop the script and restart it). Other than these I think you have a great script and I greatly appreciate all the effort and work you have put into it :)
 

spudman

Active Member
The older versions of vgcraftbot used paths files similar to crafthelper, but Xeon has switched to lavishnav based navigation. There really isn't a given 'path' anymore. The program determines best path based on a 'map' of the area you want to navigate. If you want to have different 'paths' you'd have to create multiple copies of your 'map' and manually rename them to the path you want to run. Your maps are located in scripts\vgcraft\vgpaths and they are named by chunk. You can delete your map here as well. Just delete the <chunkname>.xml file. When you start craftbot again you'll be in mapping mode. Alternatively you can implement the 'going to station by loc' update I had posted above and then choose different stations every now and then to 'mix it up'

I posted a small excel module (in the lavishnav for vgcraftbot thread) that you could use to get a kind of 'picture' view of your map and I plan on posting an updated version with a lot more error checking and various options to viewing your map. This program has helped me to find lots of problems with my maps, some my own, some the program. Hopefully i'll get it up today. In the meantime if you check out the later pages of the "LavishNav for vgcraftbot" thread I have a lot of various 'fixes' for map issues. Some of them are bugs, others are just different ways of approaching pathing. I explain each one in pretty good detail, so you can tell what it's actually fixing.

The primary reason for the lavishnav navigation was moving taskmasters. The program finds where the taskmaster is and then paths right to them, no matter where they are on the map. If they ever implement warping crafting stations (which I keep hearing), vgcraftbot will be well prepared to handle this with little to no modification, and probably will just take people updating their map files to fix.
 

Xeon

Active Member
dyeman said:
Another minor thing that I like about vgcrafthelper is the ability to tweak the bot mid craft (i.e. targeted effectivness, etc. There is a save button where you can save your settings rather than having to completley stop the script and restart it).
You can adjust all the variables on the fly, even while crafting... Not going to finish with the Quality you want? Move the sliders while it's still crafting.

Heck, you can even switch between the Refining and Finishing work orders without restarting.

It only saves when you Quit, so be sure to adjust the sliders back to where you want them to be saved as.
 

dyeman

Active Member
Awesome, thanks for the replies. I do most of my crafting in the jharuu flats outpost, in which i have to run through a tent with open doors (so no need for the door function) but there are a LOT of obstacles in the way, so I toned down my settings.

Path Pre: 10
Target Pre: 3
Max w/o dist: 10

Are these values too small? The bot has very little room for error here and so I cranked them all down so that it would not run into any walls.
 

Cr4zyb4rd

Active Member
It only saves when you Quit, so be sure to adjust the sliders back to where you want them to be saved as.
You've probably got enough going on in the settings, but why not a combo box and a save button, so you could save your slider tweaks and whatnot for different situations?
 

gp1001

Active Member
spudman said:
The older versions of vgcraftbot used paths files similar to crafthelper, but Xeon has switched to lavishnav based navigation. There really isn't a given 'path' anymore. The program determines best path based on a 'map' of the area you want to navigate. If you want to have different 'paths' you'd have to create multiple copies of your 'map' and manually rename them to the path you want to run. Your maps are located in scripts\vgcraft\vgpaths and they are named by chunk. You can delete your map here as well. Just delete the <chunkname>.xml file. When you start craftbot again you'll be in mapping mode. Alternatively you can implement the 'going to station by loc' update I had posted above and then choose different stations every now and then to 'mix it up'

I posted a small excel module (in the lavishnav for vgcraftbot thread) that you could use to get a kind of 'picture' view of your map and I plan on posting an updated version with a lot more error checking and various options to viewing your map. This program has helped me to find lots of problems with my maps, some my own, some the program. Hopefully i'll get it up today. In the meantime if you check out the later pages of the "LavishNav for vgcraftbot" thread I have a lot of various 'fixes' for map issues. Some of them are bugs, others are just different ways of approaching pathing. I explain each one in pretty good detail, so you can tell what it's actually fixing.

The primary reason for the lavishnav navigation was moving taskmasters. The program finds where the taskmaster is and then paths right to them, no matter where they are on the map. If they ever implement warping crafting stations (which I keep hearing), vgcraftbot will be well prepared to handle this with little to no modification, and probably will just take people updating their map files to fix.
Wow thats nice!

Too bad you cant use it to adjust your paths and save it back...
 

gp1001

Active Member
spudman said:
Xeon, figured out what was causing my issues.

When switching from mapping mode to non mapping mode it doesn't reset the the 'LastRegion' variable, so if I go to map a tight space, then turn off mapping mode, get back outside and then turn it on it connects me back to the last region I was in before I shut it off. This was adding some major b-liner's to areas that I intended to map out very precisely.

What i did was add a 'wasMapping' bool variable just after 'isMapping' declaration, then in the main function just before it checks if we are mapping/plotting I put this code in...
Code:
			if ${isMapping} != ${wasMapping}
			{
				call DebugOut "Changed Mapping States, Reseting Regions"
				CurrentRegion:Set[${navi.CurrentRegion}]
				LastRegion:Set[${CurrentRegion}]
				wasMapping:Set[${isMapping}]
			}
It basically says that if you change mapping modes it resets the lastregion to your current region so it won't try to make those long connections to the last spot you were mapping. I don't think it will affect anything else, but you can say for sure.

The duplicate door spots wasn't my issue after all, but that's still a problem since it doesn't add the actual door children when it's a duplicate door name.

hey spudman what file did you modify?
Could you give me a little more info on how i can modify mine? i am having the same issue after looking at my path with your .xls spreadsheet.
 

kokoda

Active Member
:p

Nobody answer to my problem why the npc don t validate the wo and then don t give me another one ??????I must press the validate button for give the wo finished.....why the script stop when this time??? Thx :)
 

spudman

Active Member
gp1001 said:
hey spudman what file did you modify?
Could you give me a little more info on how i can modify mine? i am having the same issue after looking at my path with your .xls spreadsheet.
vgcraftbot.iss

look for...
Code:
variable bool isMapping
and add
Code:
variable bool wasMapping = False
right after it. Here's the placement of the new code...
Code:
			if ${QueuedCommands}
				ExecuteQueued
			else
				WaitFrame

[COLOR="Red"]			if ${isMapping} != ${wasMapping}
			{
				call DebugOut "Changed Mapping States, Reseting Regions"
				CurrentRegion:Set[${navi.CurrentRegion}]
				LastRegion:Set[${CurrentRegion}]
				wasMapping:Set[${isMapping}]
			}
[/COLOR]
			if ${isMapping} || ${isMoving}
			{
				navi:AutoBox
				navi:ConnectOnMove
			}
 

gp1001

Active Member
Cr4zyb4rd said:
You've probably got enough going on in the settings, but why not a combo box and a save button, so you could save your slider tweaks and whatnot for different situations?
I second that idea! =P
 

dyeman

Active Member
Wow after using all of spud's suggestions this bot kicks ass. Able to path flawlessly through any of the huts in Konarthi point (VERY HARD if you have been there), go right to the work order npc on the path (even through doors, etc). Simply amazing.

I love you spud and xeon ;p
 

herogaming

Active Member
Cannot seem to get the program to work

I am getting this error after I use the:
runscript vgcraftbot
command

----------------------------------
Could not locate file
Could not load interface file 'C:/Program Files/InnerSpace/Interface/VGSkin.xml'
Dumping script stack
----------------------------------

It seems to update perfectly, at lest it says so in the console, but has those 3 lines at the end of the update.

I am sure it is something simple, just do not want to start deleting anything if it messes something up.

Thank you.
 

milamber

Active Member
herogaming said:
I am getting this error after I use the:
runscript vgcraftbot
command

----------------------------------
Could not locate file
Could not load interface file 'C:/Program Files/InnerSpace/Interface/VGSkin.xml'
Dumping script stack
----------------------------------

It seems to update perfectly, at lest it says so in the console, but has those 3 lines at the end of the update.

I am sure it is something simple, just do not want to start deleting anything if it messes something up.

Thank you.

Run this:
http://www.isxgames.com/forums/showthread.php?t=821
 

herogaming

Active Member
Thank you!

That seemed to work, but after I now type in:
runscript vgcraftbot
all i get after each update is a line telling me to run the script again. No UI window pops up as it does when i use vgcrafthelper.

Do I need to run a new command line other than runscript vgcraftbot to get the UI to pop up? (I ran the link that was posted above)

It seems that it just keeps updating from version .9997 to .9999 over and over when i run the script. I tried doing the vgcraftbot 1 script but that did the same thing, updated fomr version 0.000 to .9999 over and over.

Thank you.
 
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dazed0119

Active Member
Every time someone /emotes me the bot crashes the game to desktop. Easy to resolve, just by turning that alarm off, but thought I would let you know about it



Actually nm, turning it off didnt fix the problem. I still crash every time I get emoted. any tips?
 

kokoda

Active Member
nobody s is perfect :p

djvj said:
Probably cause your english is horrible and we can't make out what you are saying.
Bon bin puisque qu apparement mon anglais est horrible et que personne ne me comprends je vais m exprimer dans ma langue natal vu que cette immense puissance
haut perchee ne puisse s agenouiller au meme niveau ,c est a dire a celui du commun des mortels,le npc ne valida pas les work order lorsque que je me presente et que celui ci le vise a travers le script do u understand NOW!!!!!!
 

spudman

Active Member
dyeman said:
Wow after using all of spud's suggestions this bot kicks ass. Able to path flawlessly through any of the huts in Konarthi point (VERY HARD if you have been there), go right to the work order npc on the path (even through doors, etc). Simply amazing.

I love you spud and xeon ;p
Glad to hear dyeman, funny, that's where I was doing a lot of my testing, so I know it works there. :)

My only issues now are when the taskmasters get stuck on top of the huts or up on ledges and the navigation code keeps circling underneath them, and when it plots a point to a taskmaster that's moving and by the time the bot gets there, they are somewhere else.

I'm thinking some function to watch if the taskmaster is moving and keep updating it's path until the 'nearest' box to taskmaster = same box we are in. We'll see. I am always near the keyboard when my bots are running so I usually catch it. If I don't the bot goes into a 'wait for taskmaster to return' state anyway.
 

dazed0119

Active Member
ANyone have any ideas on the crashing when I get /emoted? I can reproduce this on both accounts I have, and on 2 different PC's.
 

Xeon

Active Member
dazed0119 said:
ANyone have any ideas on the crashing when I get /emoted? I can reproduce this on both accounts I have, and on 2 different PC's.
Must be a bug in the auto-response code... Do you have an auto-respond.xml file for it to load?
 

dazed0119

Active Member
No the only changes I have made to anything are the ones spudman recommended. I have not done anything with autorespond or anything like that.
 

Xeon

Active Member
dazed0119 said:
No the only changes I have made to anything are the ones spudman recommended. I have not done anything with autorespond or anything like that.
Do you also have "Respond to Players" checked?

I've made some changes which should fix the problem. If you want to test it, do this:

run vgcraftbot -1

Which will update your code to the development tree. Be warned, if you have made any modifications to the scripts, the above will overwrite them.
 

Tiamtt07

Active Member
I have a lvl 35 crafter and yesterday I failed 29 of 33 recipes. The problem is that the bot use some acttions with very low progres and very low quality that uses 100app, there is a way to implement a black action list or a preffered action list ???

Thanks
 

spudman

Active Member
kokoda said:
Bon bin puisque qu apparement mon anglais est horrible et que personne ne me comprends je vais m exprimer dans ma langue natal vu que cette immense puissance
haut perchee ne puisse s agenouiller au meme niveau ,c est a dire a celui du commun des mortels,le npc ne valida pas les work order lorsque que je me presente et que celui ci le vise a travers le script do u understand NOW!!!!!!
Just out of curiosity I asked someone to translate this for me and they came up with the following:
Well, since (apparently) my English is horrible, and nobody can understand me, I’ll explain in my native language, without having to bend (come down) to the same level, that is to say, the level of common mortels; the NPC didn’t validate the work orders I presented, which is what I was getting at in the writing.


Kokoda, the 'validate' thing here is the confusing part for me. The reason we can't help you is because you're not giving us any exact details. I'm pretty sure we all understand that you're not getting work orders from your taskmaster, but what do you mean by validate in this sense? Is the bot targeting and interacting with the NPC? If so, does it properly 'turn in' completed work orders and it's just not getting new ones? Do you have all the difficulty levels selected (moderate, easy, very easy, etc.)? Unless you give us specifics, it's fairly hard to troubleshoot a problem such as 'hey, it's not working'.

Go to the Options tab and turn ON send debug info to chat window. If the bot stops, the debug messages will usually tell you a reason why. Let us know what the debug messages say, EXACTLY.
 

spudman

Active Member
cheasley said:
Xeon, are the changes spud recommends in the DEV update?
I wouldn't expect it. He might put some in, but probably not all of them. Some of the things I posted are actual bug fixes, others are different approaches to pathing, etc.

For example, moving to station locs is a matter of preference and should not be necessary if you have a complete navigation file. I just like going to the predefined station to avoid doors, etc. sometimes.
 

dazed0119

Active Member
Xeon said:
I'm not doing any work on pathing until I get the new mapping/movment code from CyberTech.



In the mean time any chance you could add a way for it to auto switch between finishing and refine randomly, or even every x amount of orders... :D
 

Zamu

Well-Known Member
Not selecting correct first step action

I am trying to make T3 Standard Thestran Housing Logs, when crafting manually I am able to select 1, 3 or 5 logs a a time.
Action 1 is 1 log
Action 2 is 3 logs
Action 3 is 5 logs

In the VGCraftbot gui I put a mark in the "Step 1: Use Action #:" and put a "3" in the box.

The bot always selects action 1 though.

This works fine for all other recipes I have tried so far.

Below is debug output for Stage 1.

Code:
[01:41:09] Targeting: Artificer Shaping Bench
[01:41:10] Select the recipe you wish to use.
[01:41:10] VG: RecipeOnly: StationRecipeSelect called: Standard Thestran Housing Log :: 21 
[01:41:10] VG: Called RecipeSupplyNeeded
[01:41:10] VG: Desc: Recipe Skill: Forming



NOTE: Grade C Required.



Ingredients:

(1) Dry Timber



Utilities:

Cleaner



Tools:

Saw

Drill

File

Chisel



Description:

This recipe creates standard beams from raw resources.
[01:41:10] VG: Desc: 2 :: 

[01:41:10] VG: Desc: 3 :: NOTE: Grade C Required.

[01:41:10] VG: Desc: 4 :: 

[01:41:10] VG: Desc: 5 :: Ingredients:

[01:41:10] VG: Desc: 6 :: (1) Dry Timber

[01:41:10] VG: Desc: 7 :: 

[01:41:10] VG: Desc: 8 :: Utilities:

[01:41:10] VG: Desc: Cleaner

[01:41:10] VG:recipe requires: Cleaner :: 5 :: 5
[01:41:11] Crafting recipe selected: Standard Thestran Housing Log
[01:41:11] VG: Found a recipe to use, now do table setup
[01:41:11] You may now set up your workbench.
[01:41:14] VG: === Refining:Start ===
[01:41:14] VG: allowedStepAP: 575
[01:41:14] VG: Stage: 1 :: allowedAP: 125
[01:41:14] VG: Recipe: Standard Thestran Housing Log
[01:41:14] VG: allowedStepAP: 575
[01:41:14] VG: Stage: 1 :: allowedAP: 125
[01:41:14] VG:  
[01:41:14] VG: FindWorkStep called:  Q: TRUE  P: TRUE
[01:41:14] VG:FindWorkStep: Recipe Only!
[01:41:14] VG:ChooseAction: Stage: (1) Ingredient :: Step: (1) Housing Logs
[01:41:14] VG:ChooseAction: TotalStepsLeft: 1
[01:41:14] VG: doRecipeOnly: NULL
[01:41:14] VG: == APLimit == vs currAPRatio: 33 vs 4.000000
[01:41:14] VG: == MaxQ == vs Qual: 779.000000 vs -1 
[01:41:15] VG:ChooseAction #1: FindAction2 passed in parameters
[01:41:15] VG:FindAction2: doProg: 0 doQual: 1 useItem: TRUE lowCost: FALSE highCost: FALSE
[01:41:15] VG:FindAction2: Recipe Only!
[01:41:15] VG:FindAction2: Found: Standard Housing Log
[01:41:15] VG:StepName:Housing Logs ActionName:Standard Housing Log  APCost: 25
[01:41:15] VG:Using: Standard Housing Log
[01:41:17] VG: allowedStepAP: 575
[01:41:17] VG: Stage: 1 :: allowedAP: 125
[01:41:17] VG: CraftBot Paused
[01:42:25] VG: CraftBot Resumed
[01:42:25] VG: allowedStepAP: 575
[01:42:25] VG: Stage: 2 :: allowedAP: 1150
[01:42:25] VG:
 

Smyrk

Active Member
I've had this happen if I leave the cursor in the box with the 3... if I move it to one of the other boxes the GUI seems to pick up the change and function correctly for me.
 

Zamu

Well-Known Member
Smyrk said:
I've had this happen if I leave the cursor in the box with the 3... if I move it to one of the other boxes the GUI seems to pick up the change and function correctly for me.
I just tried this right now, and I have the same problem, but only with this one recipe.
 

thezig

Active Member
so, the new "in" thing for GMs to do is teleport you away from the crafting station, then teleport you back a minute later. the result is that you stop crafting when you're teleported away, but then immediately start again when teleported back.

If it's not planned to be put into an official release, could somebody tell me which script file has the code which stops the crafting process when a teleport is detected? I could just add the alarm code to it, so it automatically plays a sound when you're teleported away.
 

jelsea

Active Member
To be completly safe the script should just close VG when it is teleported anywhere or if it receives a tell from anyone. That way the GM's can't really do anything.
 

Etain

Active Member
Been having a problem with the script not pausing for the 2nd ingredient for making harvesting tools.

Also the script has been hanging on switching bags lately too. It says Missing Tool: <BLANK> and manually switching bags fixes it.

I've been hanging on selling items too. I deleted all my sell items list and it fixed it.
 

jelsea

Active Member
Etain said:
Been having a problem with the script not pausing for the 2nd ingredient for making harvesting tools.

Also the script has been hanging on switching bags lately too. It says Missing Tool: <BLANK> and manually switching bags fixes it.

I've been hanging on selling items too. I deleted all my sell items list and it fixed it.
There is a bug with the last patch that if your crafting tools level is higher then your crafting level the crafting tool will only work once, then it will say Missing tool everytime after that when used in the crafting step. So you will need to buy crafting tools that are at your level or below till fixed. That is if its a bug, and not something they changed.
 

jelsea

Active Member
Would love to see a option that on Failed Work Orders that those Work orders are Abandoned so that we can retry those.
 

Xeon

Active Member
jelsea said:
There is a bug with the last patch that if your crafting tools level is higher then your crafting level the crafting tool will only work once, then it will say Missing tool everytime after that when used in the crafting step. So you will need to buy crafting tools that are at your level or below till fixed. That is if its a bug, and not something they changed.
Not a bug, they added EE and level requirements to Tools in the last Patch.

They should have had them in from Day 1 .... I think it was a stupid idea to change something as fundamental as tools 3 months after release.

Sigil really doesn't think about Customer retention when they make these changes, do they?
 

thezig

Active Member
jelsea said:
To be completly safe the script should just close VG when it is teleported anywhere or if it receives a tell from anyone. That way the GM's can't really do anything.
Nothing screams "bot" more than logging out the second a GM comes by to investigate you. The bot already stops when you get teleported, and it would be simple to have it play a sound when it does that. Unless, of course, it only stops crafting because you're far from the table, and doesn't actually call a special function to pause itself.
 

jelsea

Active Member
Ya but other players arn't going to care if you log out when they message you. So most likely they going to send you a Tell before they call a GM. So if they see your no longer in the game they won't call a GM.
 

gp1001

Active Member
jelsea said:
Ya but other players arn't going to care if you log out when they message you. So most likely they going to send you a Tell before they call a GM. So if they see your no longer in the game they won't call a GM.
OMG, I would never get any crafting done. I dont know about you but i get tells all the time from people i know and dont know, and you cant exactly tell them "Hey dont send me tells because my bot script will kick me from game." /Giggle
 

spudman

Active Member
jelsea said:
There is a bug with the last patch that if your crafting tools level is higher then your crafting level the crafting tool will only work once, then it will say Missing tool everytime after that when used in the crafting step. So you will need to buy crafting tools that are at your level or below till fixed. That is if its a bug, and not something they changed.
This isn't exactly true, what it is (from my testing), is if you dont' have 2X your tool's equipment expertise + 1 available it won't use the same tool twice in a row. I've had similar problems with my bard swapping instruments in the past. When it comes to EE they actually check whether the 'new' item you are using fits your EE before 'un-unequiping' your old one. Apparently this check happens on 'same' tool operations too. Talk about horrible programming. Anyway, you can either do a different step that doesn't take a tool or switch toolbelts and then switch back and it will continue. Although it's a pain in the ass for now till they fix it. In the meantime you might want to unequip your worst piece of crafting gear to free up some EE or something.
 

Xeon

Active Member
spudman said:
This isn't exactly true, what it is (from my testing), is if you dont' have 2X your tool's equipment expertise + 1 available it won't use the same tool twice in a row. I've had similar problems with my bard swapping instruments in the past. When it comes to EE they actually check whether the 'new' item you are using fits your EE before 'un-unequiping' your old one. Apparently this check happens on 'same' tool operations too. Talk about horrible programming. Anyway, you can either do a different step that doesn't take a tool or switch toolbelts and then switch back and it will continue. Although it's a pain in the ass for now till they fix it. In the meantime you might want to unequip your worst piece of crafting gear to free up some EE or something.
Silus (Sigil developer) has said it is a bug and will be fixed:

http://www.vanguardcrafters.com/forum/showthread.php?p=121096#post121096
 

Leopardfist

Well-Known Member
I think this program is absolutely brilliant. You guys did a fabulous job with it.

I have one item that I cannot figure out how to accomplish. This is in regards to the full bot setting. I added my boards and rocks to the add ingredient control, and at the start of the recipe it adds them. However the first action, it will not use the correct action to actually use the board for the bonus to quality.

Now I can do it on recipe setting, and I did try leaving the setting on the recipe tab for the 1st action to hit 2 which is the correct button to use the board/block, but it still does not work.

Can this be done? and if so how?

Again thanks for such a great script!
 

Xeon

Active Member
Leopardfist said:
I have one item that I cannot figure out how to accomplish. This is in regards to the full bot setting. I added my boards and rocks to the add ingredient control, and at the start of the recipe it adds them. However the first action, it will not use the correct action to actually use the board for the bonus to quality.
Full Bot mode will NOT use your supplied materials when doing Work Order recipes.

There is no work around and I do not plan on adding that support.
 

thezig

Active Member
There might be a minor bug with how the bot deals with complications. There are a few comps where it's not using the highest reduction option, where it should. This is especially true for comps which give an effectiveness penalty. My Problem Solving is really high, so most comps are gone in one click with a Moderate reduction action, but the bot sometimes wastes AP and allows an extra turn of penalties by using a Moderate action twice instead of a single High action. I'm not sure how it's determining which to use, because it seems to always use Highs on some and Moderates on others.
 
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