VGCraftBot -- feedback thread (Archive)

Status
Not open for further replies.

toobin

Active Member
Sometimes my bot runs the right way and other times it tries to make a B line for the crafting table after buying supplies. Sometimes it won't open the door either.
 

toobin

Active Member
pls help. the bot will not path right. i have tried the following.

(1) run vgcraftbot 1

(2) tried deleting the pathing xml file and maping again

(3) tried remapping probably 30 times

(4) clicked the set door button in every possible place near the door and bot still get stuck 99% of the time

I'm at a loss here.

What happens is the bot runs to the building and gets stuck at the door. If I open it manually he will run in and get the supplies and then try to make a B line for the crafting table and just run in to the corner. I have tried checking the only use set paths box with no avail. I've tried lowering and raising the numbers on the distance boxes.

I'm crafting in Tanvu. Does anyone know how to make the bot path properly?

thx
 

spudman

Active Member
toobin said:
pls help. the bot will not path right. i have tried the following.
I had a lot of fixes for pathing posted here and throughout that thread.

I have not checked specifically which of these issues are still present in this latest build and which are not, but I do know that the first one about removing named points is still there. I don't know if it will solve your problem, but it's worth a try.
 

toobin

Active Member
spudman said:
I had a lot of fixes for pathing posted here and throughout that thread.

I have not checked specifically which of these issues are still present in this latest build and which are not, but I do know that the first one about removing named points is still there. I don't know if it will solve your problem, but it's worth a try.
Okay thx. Maybe I just need to find a different place to craft. The problem is, I only have faction in Tanvu. How do I raise my faction to craft somewhere else?

Has anyone else had any luck crafting in Tanvu?
 

BeernuT

Active Member
toobin said:
Okay thx. Maybe I just need to find a different place to craft. The problem is, I only have faction in Tanvu. How do I raise my faction to craft somewhere else?

Has anyone else had any luck crafting in Tanvu?

although I have many problems with pathing, one thing to remember is when dealing with doors be sure you are playing in 1st person. Do not path while in "3rd person" or zoomed out. This will help when encountering a door.
 

toobin

Active Member
For some reason the bot was doing work orders for several hours and I got no xp. I am lvl 10. I did restart VG several times during that time though. Maybe that messed something up? I saw the bot run and get more work orders a few times.
 

figmentus

Active Member
what exactly is faction grind mode doing for us btw?

I have ran it in this mode and haven't seen much change, it still completes full workorders etc.
 

milamber

Active Member
figmentus said:
what exactly is faction grind mode doing for us btw?

I have ran it in this mode and haven't seen much change, it still completes full workorders etc.
Yeah, I've tried that too.. it still does full workorders instead of just doing 1 out of a set/batch.
 

bigxiz

Active Member
toobin said:
For some reason the bot was doing work orders for several hours and I got no xp. I am lvl 10. I did restart VG several times during that time though. Maybe that messed something up? I saw the bot run and get more work orders a few times.
you probably have it set to moderate WO's thats my problem as well Moderate will get D's all the time or fail no matter what I have it set at. but it could just be me and not the bot :) I haven't tried every single thing out there
 

toobin

Active Member
bigxiz said:
you probably have it set to moderate WO's thats my problem as well Moderate will get D's all the time or fail no matter what I have it set at. but it could just be me and not the bot :) I haven't tried every single thing out there
yes i did have it on moderate. what should i have it set to?
 

toobin

Active Member
Is there a way to only pick up blue work orders? I seem to fail white or above. I have the easy box checked.
 

mycroft

Script Author: MyPrices
toobin said:
yes i did have it on moderate. what should i have it set to?
You can tell the script to prefare anything from trivial to difficult, but it picks up others if none of that type are available to it.

It IS possible to do moderate work orders , but you need to move the sliders for both the AP AND the difficulty until it works to it's best potential.

If you find yourself failing moderate a lot...move the slider for moderate to between Min Qual : 300 and Max Qual: 400 , this will make it work upto grade C.

If it still fails a lot , click the AP box for the number of AP in the moderate work orders you are doing and reduce the prog ratio slider down a bit.

Keep doing this till you manage to get moderates working 90-95% of the time.

As you level , moderates for that tier will get easier...you can up the grade quality if you wish , I find keeping them the same all the time works well.

Here are the values I've been using for a long time.

2000 : 33
2500 : 33
3000 : 25
3500 : 17

Very Easy : Min 862 Max 1000
Easy : Min 910 Max 1000
Moderate : Min 303 Max 400
Difficult : Min 213 Max 301

It's partly dependant on your gear and stats too , you need to keep that as high as possible.

Hope this helps somewhat.
 
Last edited:

toobin

Active Member
mycroft said:
You can tell the script to prefare anything from trivial to difficult, but it picks up others if none of that type are available to it.

It IS possible to do moderate work orders , but you need to move the sliders for both the AP AND the difficulty until it works to it's best potential.

If you find yourself failing moderate a lot...move the slider for moderate to between Min Qual : 300 and Max Qual: 400 , this will make it work upto grade C.

If it still fails a lot , click the AP box for the number of AP in the moderate work orders you are doing and reduce the prog ratio slider down a bit.

Keep doing this till you manage to get moderates working 90-95% of the time.

As you level , moderates for that tier will get easier...you can up the grade quality if you wish , I find keeping them the same all the time works well.

Here are the values I've been using for a long time.

2000 : 33
2500 : 33
3000 : 25
3500 : 17

Very Easy : Min 862 Max 1000
Easy : Min 910 Max 1000
Moderate : Min 303 Max 400
Difficult : Min 213 Max 301

It's partly dependant on your gear and stats too , you need to keep that as high as possible.

Hope this helps somewhat.
thx for the info. what about fixing complications?
 

thezig

Active Member
A few persistent bugs I've found (might be problems on my end, but still):

1. Receiving a group invitation crashes the bot.

2. Bot still ignores any preexisting WOs it finds when you first start it up, instead of doing them it runs back to the taskmaster and gets new ones (unless you select the recipe first, then it works).

3. Using the Recipe feature will occasionally cause the bot to crash. It'll select the station, open the menu, and select the recipe, then lock up. It gives an unending stream of DESC errors in the console.

A couple of requests:

1. An option to have the bot automatically switch from finishing to refining (or vice versa) when it throws the No More Work Orders exception.

2. An option to have the bot check both the refining and finishing stations for existing WOs before returning to the taskmaster. This will allow full automation for crafting guild WOs. Ideally this would be integrated into a third path/order type in the Move tab, but just having it check both stations is probably a quicker fix.

Thanks!
 

BeernuT

Active Member
So i rebooted after being logged in 36 hours or so. ISX downloaded a patch, (sorry can't recall what was exactly patched). Now when I go to start vgcraftbot and atleast try the Recipe tab to do decons it sits in a Recipe Select status and prints out

VG: Desc: 1 :: NULL
VG: Desc: 2 :: NULL
..
..

its currently on 6000 now, Pausing and Resuming does nothing as it keeps printing while its paused. Quit will not interrupt it.
 

toobin

Active Member
My radar interface seems to have disappeared. I've tried radar on but it just lists the radar commands and won't bring up the interface.
 
Last edited:

BeernuT

Active Member
seems to have corrected itself, i'll try forcing an update here in a few minutes and run the debugger if I see it happen again
 

thezig

Active Member
BeernuT said:
So i rebooted after being logged in 36 hours or so. ISX downloaded a patch, (sorry can't recall what was exactly patched). Now when I go to start vgcraftbot and atleast try the Recipe tab to do decons it sits in a Recipe Select status and prints out

VG: Desc: 1 :: NULL
VG: Desc: 2 :: NULL
..
..

its currently on 6000 now, Pausing and Resuming does nothing as it keeps printing while its paused. Quit will not interrupt it.
This is the same error I receive. I just hit the X in the corner and keep restarting it until it works.
 

Leopardfist

Well-Known Member
Thanks for a wonderful, pretty much "idiot free" bot. I couldn't ask for a better tool to use than what you have provided.

There are only a couple things that I wouldn't mind seeing available, but all of them would require much more work than they really are worth. There is only one topic that I even dare ask for help on (Understanding that it is only advice of how I can maybe do it for my own script) and that is if you could tell em which ISS script effects it, and the simple one line IF statement I would need to enter.

Essentially I'd like to use FIX COMPLICATIONS but to have a simple IF statement in that function that would only fix it if two conditions are met, basiucally AND/OR.

If the complication has QUALITY PENALTY MODERATE OR WORSE or EFFECTIVENESS PENALTY MODERATE OR WORSE.

If this is something a simple one line IF clause inside the function could do great, if it would mess up the patcher (by showing a file changed that shouldn't be) then I understand. If it is much more difficult that what I am describing hehe, I also understand.

Reguardless, it is a great program and I couldn't ask for a more professional tool!


EDIT-- Wow, after thinking about this it occured to me that this could actually be a very tough thing to do if you have to actually list every complication that contains either penalty. I guess the only way this could be easy is if the complication itself is an object, that contain properties which are the effects, where you could say for instance if complication.property.qualitypenaltymoderate or something to that effect then the statement is true. Understanding that is most likely not the case, ignore I ever asked this question hehe.
 
Last edited:

bigxiz

Active Member
Thank you very much mycroft. That helped ALOT!

Now I have a question, production manuals. How do they get handeled with the bot? for instance if I set up the recepie bot up and start crafting will it automatically make the biggest stack possible with the amount of recources that you have? or will it always just make one beam, brick, or piece of wood at a time even if you can make up to 20 in one shot?
 

Leopardfist

Well-Known Member
bigxiz said:
Thank you very much mycroft. That helped ALOT!

Now I have a question, production manuals. How do they get handeled with the bot? for instance if I set up the recepie bot up and start crafting will it automatically make the biggest stack possible with the amount of recources that you have? or will it always just make one beam, brick, or piece of wood at a time even if you can make up to 20 in one shot?

On the recipe tab it has settings for the first and second actions. You enter which button it should use. Different recipes have different buttons, but if you look you can see which one makes 5 for each recipe. Those recipes stay the same, for instance the first button is 1, second is 5 and third is 3..... where another one might be 1,3,5. Just check that recipe when you set it up and set that option. As I said you can set the first two, which is good for some recipes where you get two options :).
 

bigxiz

Active Member
A few requests for this program, once again it is a very great program :)

some of these have been mentioned before and some of these I'm not sure if its even possible to do but here goes.

1 - on WO have the bot detect aprox how much the prog bar it uses per very low, low, moderate, high, and very high to see which is more cost effective. also allowing it adjust and go for quality a little more if you have the extra AP left.

2 - selective comp removal. so you can choose whether or not to remove certain comps. perhaps make it similar to the add ingredients list and the items to sell. so any comps you list in there it will not remove thus allowing each person to dictate if they want to keep certain comps or remove them.

3 - have the bot detect the best AP prog slider, and adjust it on the fly if you are failing more then 30% or so of your recipes. maybe a learning mode so you can just keep it on there and each level or when you get new equip it would adjust on its own with minimal user interaction.

4 - a little read me for basic setups, (someone with more knowledge with the program then me could probably do this as well) and what each number means. the original thread leaves a little to be desired, no offense, its still good :) for instance before I visited the IRC channel I did not fully understand exactly how the numbers effected the quality. and the prog slider for instance I still don't know what that means but I know what to set it at so thats good enough for me I guess :)

5 - color coded min/max quality bars - for the people just starting out to help them figure everything out. I now know it goes by percentage, so that does help me now, but it took a visit to IRC or asking in this thread to help figure that out.

most of those suggestions is just me being a lazy person :) but I do think it would be good additions to the program and to help some of the new people trying the program.

But even if none of these were added or even possible its still a great program and something I plan on keeping until my vanguard playing time is finished.
 

Karbeck

Active Member
Love this script. It's really added to my enjoyment of the game. I've experienced this issue though:

thezig said:
A few persistent bugs I've found (might be problems on my end, but still):

1. Receiving a group invitation crashes the bot.
There are a new generation of 'bot hunters' on my server who are targetting me lately. They know the group invite crashes the bot, so they log in an anon L1 character and send an invite ... it's getting annoying. I'm usually there to restart the script, but sometimes I'm not.

Any chance this can get fixed? Is there a way to just turn off or ignore group invites? Thanks.
 

Xeon

Active Member
Karbeck said:
There are a new generation of 'bot hunters' on my server who are targetting me lately. They know the group invite crashes the bot, so they log in an anon L1 character and send an invite ... it's getting annoying. I'm usually there to restart the script, but sometimes I'm not.

Any chance this can get fixed? Is there a way to just turn off or ignore group invites? Thanks.
Yeah, that's been fixed in the dev tree for a while, but I just updated the release tree with it.
 

BeernuT

Active Member
not sure if anyone else is having this problem, but since todays bot patch I can't seem to path anywhere. Been working all day untill I restarted the bot and it patched itself.

Should I try deleting the xml file for this chunk?


edit:

that seem to work for me.
 

TheCompany

Active Member
BeernuT said:
not sure if anyone else is having this problem, but since todays bot patch I can't seem to path anywhere. Been working all day untill I restarted the bot and it patched itself.

Should I try deleting the xml file for this chunk?


edit:

that seem to work for me.

I have this problem i have done a complete reinstall of the entire script and after setting all the path up and the stations etc i get that it cannot find path to outfitter table yet its all set up like i normally do.

Edit: i finally got the refining table working but for some reason it just doesnt want to recognize that there is a fitting table there. after creating the map i go to the fitting table and select it then hit start and it gives me the error that it cannot find a path to the fitting table yet im standing at the bugger.
 
Last edited:

gnits

Active Member
new messages in the IS console
No such 'int' member 'NumUses'
No such 'int' member 'IsWorkOrder'
No such 'int' member 'Name'

Bug? or something wrong with isxvg?
 

pangelo

Active Member
TheCompany said:
I have this problem i have done a complete reinstall of the entire script and after setting all the path up and the stations etc i get that it cannot find path to outfitter table yet its all set up like i normally do.

Edit: i finally got the refining table working but for some reason it just doesnt want to recognize that there is a fitting table there. after creating the map i go to the fitting table and select it then hit start and it gives me the error that it cannot find a path to the fitting table yet im standing at the bugger.
I had a similar problem.. couldn't figure it out... even went into the xml file and deleted points, but no help. So I turned around in place a couple of times with mapping mode on, ran my course again and went back to the finishing table. Turned off mapping and ran the script again and it worked... Think it's a small bug with pathing and where you start ur mapping. It was weird, when I ran the script my character turned away from the table and ran off, then ran back to it...
 

figmentus

Active Member
I have an issue now where a path that worked fine in the prior version now trips over itself in a "pathing loop" and then pauses for no reason.

Not sure what changed in the pathing from .99993 to .99994 but definitely noticeable atm.
 

TheCompany

Active Member
pangelo said:
I had a similar problem.. couldn't figure it out... even went into the xml file and deleted points, but no help. So I turned around in place a couple of times with mapping mode on, ran my course again and went back to the finishing table. Turned off mapping and ran the script again and it worked... Think it's a small bug with pathing and where you start ur mapping. It was weird, when I ran the script my character turned away from the table and ran off, then ran back to it...

yeah im having a really hard time getting it to work right. Is there a way to disable patching so i can revert to the last build so i can use this again?

Is anyone else having problems and know of a fix? This is a total game stopper for me right now please help!!
 
Last edited:

TheCompany

Active Member
figmentus said:
I have an issue now where a path that worked fine in the prior version now trips over itself in a "pathing loop" and then pauses for no reason.

Not sure what changed in the pathing from .99993 to .99994 but definitely noticeable atm.
Yeah thats another error i get. something definitely busted in this great script. Hope its fixed soon.
 

figmentus

Active Member
I've tried remapping etc. but it still eats a loop every now and again and it's 2 ft from it's destination...

Would really like to go to my old maps again though as they were more efficient.
 

mycroft

Script Author: MyPrices
Feature request

I'm hoping this is a reasonable request and possible.

I'd like to be able to define how many of what resource needs to be kept in the bag when the script goes to the supply vendor.

Currently I like to manually keep 10 each of my main ultilities , 6 of the 2 main 'complication fix' ultilties and 4 each of the 'every once in a while' ultilties.

This fills my large supply bag meaning the character doesn't have to go to the vendor more than once every 10 work orders or so.

If I used the automated re-supply the character would keep going back and forth every few work orders to the supply vendor.

Would it be possible to define the numbers to be bought up to and have the script keep buying till these levels have been reached?
 

TheCompany

Active Member
I think a quick Fix last night completely destroyed the script. Im getting all kinds of errors now at the table. ill post them in the morning if someone hasent already
 

toobin

Active Member
I would very much like a "log-off when killed" feature, or even better, a "run back and begin crafting again after being killed" feature. As of now, the bot will revive at the alter and stand there.

I see revived bots standing at the alters afk on the pvp servers all the time. I think a feature like this would be very nice.
 

Xeon

Active Member
figmentus said:
I have an issue now where a path that worked fine in the prior version now trips over itself in a "pathing loop" and then pauses for no reason.

Not sure what changed in the pathing from .99993 to .99994 but definitely noticeable atm.
I fixed a bug where it wasn't reseting the pathing loop counter.

Let me know if that fixes the problem you were seeing...

EDIT:

If you are having problems with your paths, be sure to check the
Only use defined Locations option on the Move tab
 
Last edited:

TheCompany

Active Member
With a fresh reinstall of the script and a brand new path i am getting many problems.

When i finally do get the pathing to work when my character gets to the fitting table he gets the error.

Out of sequence somehow, starting over!
Recipe: Null :: 0 :: Null
 

figmentus

Active Member
Now I see an error, where my guy used to just "wait" for a taskmaster NPC he now freaks out and gets into a programmatic loop saying "VG:MoveToTarget: CheckCollision to Target returned true!"

Any ideas on this one or if it's detrimental at all? doesn't seem to hurt much of anything but it's something new I've noticed on .99995

edit: that error doesn't really affect much aside from maybe a few annoying "quirks" around how it moves when it does detect a collision.

The looping does appear to be a little more forgiving atm, at least my old path is working now
 
Last edited:

Xeon

Active Member
figmentus said:
Now I see an error, where my guy used to just "wait" for a taskmaster NPC he now freaks out and gets into a programmatic loop saying "VG:MoveToTarget: CheckCollision to Target returned true!"

Any ideas on this one or if it's detrimental at all? doesn't seem to hurt much of anything but it's something new I've noticed on .99995
Ahh yes, ok, all fixed up.
 

figmentus

Active Member
Anything we can do about the work-npc collision error?

This seems to cause the script to also error out for unknown reasons atm (very rare and only when the crafting NPC doesn't move for a while)

But for some reason it seems to confuse itself instead of just waiting patiently.

Any ideas on this one? I know that due to where I am there's an invisible chunkline that the NPC appears to cross (not actually a chunkline, but isx/vgcb treat it as a wall) I've tried setting up paths to go into that area but when it does vgcb seems to lose it's entire path and just wanders off into the middle of no where.

edit: I'm tired and didn't see .99996 will try that out first before I open my yap atm.
 

Xeon

Active Member
Crassocracy said:
Thank you for your hotfixes Xeon :D

May I ask what exactly the defined locations is supposed to do?
When you click the "Set Table" or "Set WO NPC" buttons, it stores your current location.
When moving around, if you have that checkbox set, it will always try to move to those defined locations first, before then moving to the real target.
 

BeernuT

Active Member
My configuration:

Difficult, Moderate, Easy

Single, Set, Batch

Get harder work orders first

I notice that it prefers to get batches and sets with no worry of the difficulty. Is it possible to change the logic to:

If single set batch and Get hard work order first, select 3 difficult wo's first? :)


My scenario that I see is that if i have 4 difficult wo's 1 being a batch, it will select the difficult batch, a moderate batch and a moderate set, instead of selecting 3 difficult wo's.


also for some reason if i pause it after it gets wo's and manually drop the 2 moderate wo's and select 2 difficults, when I go to unpause it, it will path back to the work order npc and drop all wo's and reselect what it wants.

thanks
-bn
 
Last edited:

Xeon

Active Member
BeernuT said:
also for some reason if i pause it after it gets wo's and manually drop the 2 moderate wo's and select 2 difficults, when I go to unpause it, it will path back to the work order npc and drop all wo's and reselect what it wants.
hehe, now that is cool
 

spudman

Active Member
BeernuT said:
Is it possible to change the logic to:

If single set batch and Get hard work order first, select 3 difficult wo's first? :)
Go into vgcraftbot.iss, search for CS_ORDER_GET, you'll find a "case CS_ORDER_GET", something like outlined below. Put a /* on a blank line before "if ${doBatches}"... and then put a */ on the line before "; Ok, then get anything!" so something like this...

Code:
		case CS_ORDER_GET
				/*  Getting new Work Orders */
			UIElement[State@CHUD]:SetText["Talk to WO NPC"]
/*
			if ${doBatches}
			...
			bunch of stuff
			...
				; Got one, but can get more!
				cState:Set[CS_ORDER_GET]
				return
			}
*/
			; Ok, then get anything!
This will essentially ignore the single, set, batch preference and just go off difficulty. You'll have to undo these changes to go back to single/set/batch preference.
 

BeernuT

Active Member
spudman said:
This will essentially ignore the single, set, batch preference and just go off difficulty. You'll have to undo these changes to go back to single/set/batch preference.

Thanks spudman, I didn't really think of it as a preference, however, if I do not select single, set, batch will it do what I want then?
 

spudman

Active Member
BeernuT said:
Thanks spudman, I didn't really think of it as a preference, however, if I do not select single, set, batch will it do what I want then?
Are you asking what it will do without modification? Without the mod it will result to preferring singles, since there's no check on the get singles portion like there is on the getbatches and getsets.. i.e. look at the ${doBatches} and ${doSets} if statements. There isn't one for ${doSingles}, so if you uncheck everything it's going to execute the GetWorkOrder function with parameters asking for singles. You could wrap that singles portion into an if statement and then it would work. i.e (Bold is added code)....
Code:
[B]			if ${doSingles}
			{[/B]
				; Ok then do Singles
				call GetWorkOrder FALSE 1

				if ( ${Return} )
				{
					; Got one, but can get more!
					cState:Set[CS_ORDER_GET]
					return
				}
			[B]}[/B]
What I mean by 'work' is that if ALL of them are unchecked it will just go by difficulty, if you check any of them, then they go in priority from batch to set to single.

With the comment mod I posted previously it basically ignores all the batch/set/single checkboxes.
 

figmentus

Active Member
TheCompany said:
With a fresh reinstall of the script and a brand new path i am getting many problems.

When i finally do get the pathing to work when my character gets to the fitting table he gets the error.

Out of sequence somehow, starting over!
Recipe: Null :: 0 :: Null
I ran into this error myself today. In my console I see it freak out on Divide by zero in calculation. Calculation failed on '(${apLeft} / ${Refining.OrigActionPointsAvail}) * 100'

Oddly enough it was "stuck" trying to perform a work-order but it didn't have the necessary mats to complete the task. Instead of resupplying itself, it just sat there with the table window open screaming "You may not choose an action at this time."

Not sure if this is something common but I'm sure it'll appear on someone else in the future.

edit: dumping my W/O's and letting it get new ones fixed this for me, however if this is correctable it'll prolly help quite a few ppl.
 

figmentus

Active Member
Also, can we get the AddNamed point and "In region quick hop" fixes from spudman added to the main core, or will that remain a standard user modification?

I'm not 100% on how useful commenting out addnamedpoint is in the craft-uilogic.iss, but I do know that removing the region quick hop clauses from craft-bnavobjects.iss prevents my guy from trying to b-line to something straight through a wall.

If nothing else, any chance at maybe a togglable option to allow the quick hop to be turned on or off at will (lol maybe we need an expert-settings tab/mode with all that shit...)
 

Xeon

Active Member
Hmm, it may be time to archive off this thread and start a new one...

I mean no-one is going to read through 50 pages of posts to find the few worthwhile ones (and trust me there are only a few)
 

hooch604

Active Member
figmentus said:
I ran into this error myself today. In my console I see it freak out on Divide by zero in calculation. Calculation failed on '(${apLeft} / ${Refining.OrigActionPointsAvail}) * 100'

Oddly enough it was "stuck" trying to perform a work-order but it didn't have the necessary mats to complete the task. Instead of resupplying itself, it just sat there with the table window open screaming "You may not choose an action at this time."

Not sure if this is something common but I'm sure it'll appear on someone else in the future.

edit: dumping my W/O's and letting it get new ones fixed this for me, however if this is correctable it'll prolly help quite a few ppl.
Same deal here.....
 

figmentus

Active Member
Group invite alarm?

Is there a way we could get that commented squelch function operational?

or at least an option/mod/something to ignore group invitations from people?

I know this was suggested a while back, and unfortunately I can't find the place in-script to remove this so I figured requesting assistance from someone who has looked into this like spudman or xeon might know where I might start looking.
 

BeernuT

Active Member
figmentus said:
Is there a way we could get that commented squelch function operational?

or at least an option/mod/something to ignore group invitations from people?

I know this was suggested a while back, and unfortunately I can't find the place in-script to remove this so I figured requesting assistance from someone who has looked into this like spudman or xeon might know where I might start looking.
Not exactly sure what your wanting to do fig, however take a look at craft-autorespond.iss and search for invite. I believe that is the file you are looking for.
 

rusty

Active Member
Made a few crude changes for the people that just want to manual craft. This will automaticly run through all three workorders. You will have to run and grab your own workorders after its finished. Also added a random delay to the processes to make it look less botish.
 

Attachments

Xeon

Active Member
rusty said:
Made a few crude changes for the people that just want to manual craft. This will automaticly run through all three workorders. You will have to run and grab your own workorders after its finished. Also added a random delay to the processes to make it look less botish.
Or you could just uncheck the 'Full Auto' mode and once you select a recipe, it will do the rest, but won't run around at all.
 

rusty

Active Member
Ah that wasent working for me thats why i made the changes. It wouldnt complete a batch or anything. I kept getting Recipe does not exist! I noticed you put this. ; Recipe does not exist. VG sometimes doesn't register you have these for some wierd reason. So i put in a few workorder selects with my crappy coding.
 

figmentus

Active Member
craft-autorespond.iss doesn't seem to work when I remove the has invited you to group stuff...

I've tried looking for the standard edits, but couldn't find them hence my request.
 

Smyrk

Active Member
I noticed something odd when I was making a batch of saddlebags for friends on my leatherworker.

It seems that you can't use the Recipe tab and let it go to make a fixed number of them. I suspect its because when you choose the Step 1: Use Action # it actually looks at the actions and then calls them by name instead of by the number we specify (this is a guess, I haven't looked at the code). With Saddlebag recipes, at least, both Actions available are named 'Saddlebag' even though one calls for rare hides and the other calls for regular hides. The bot doesn't seem to know what to do at this point. It picks up and crafts them correctly if you manually choose the correct 'Saddlebag' that you want to craft.

Not a huge problem, just something to make note of.
 
Status
Not open for further replies.
Top Bottom