VGCraftbot -- Feedback Thread (Archived 2007/04/09)

Status
Not open for further replies.

gnits

Active Member
gnits said:
I have an odd thing happen.

At certain times i get a buy supplies loop.

Code:
12:59:03::VG: Called SupplyNeeded
12:59:03::VG:recipe requires: Cleaner :: 125
12:59:03::VG: SupplyNeeded should buy : Cleaner @ 61
12:59:03::VG: (78):() :: You stop crafting.
...
12:59:27::VG:Testing: Adhesive :: -29
12:59:27::VG:Testing: Cleaner :: -3
12:59:27::VG:Testing: Water :: -42
12:59:30::VG: Done Sell/Buy, moving back to Craft Station
12:59:31::VG: MoveAlongPath called
12:59:31::VG:MoveAlongPath: currSpot was supplier
12:59:31::VG: Moving to End Crafting Station End
I have 4 stacks of 25 cleaner and one stack of 14. My calculations show i need 9.

I am doing a batch job with Cleaner as the fuel.

But it doesnt seem to do the math right. Anything additional you need to test this? If i go buy enough it doesnt have a problem.
Ok, i can see that it would have needed 59, not 9, but still there is a math error (or math duplication) that appears to occur between SupplyNeeded and AddExtraIngredients. It's almost like its double corrected or something. I am still modifying and editing the script to see if i can track down the math problem. But it appears that woRecipeFuel is being decrement twice in the sequnce.

Once it is being used via the .CurrentValue property. The second way is through the .Element property. I am not sure if these are different variable constructs or two references to the same one. Either way, i am at the limits of my programming knowlege on this but i suspect somewhere in that is the failure.
 

Xeon

Active Member
gnits said:
Ok, i can see that it would have needed 59, not 9, but still there is a math error (or math duplication) that appears to occur between SupplyNeeded and AddExtraIngredients. It's almost like its double corrected or something. I am still modifying and editing the script to see if i can track down the math problem. But it appears that woRecipeFuel is being decrement twice in the sequnce.

Once it is being used via the .CurrentValue property. The second way is through the .Element property. I am not sure if these are different variable constructs or two references to the same one. Either way, i am at the limits of my programming knowlege on this but i suspect somewhere in that is the failure.
Do you have it listed as an 'extra' ingredient? If so, that's probably what is happening.

Also there is a hard to track down bug with the inventory stuff. Amadeus has a fix in the latest build, so maybe it's simply that.
 

gnits

Active Member
Xeon said:
Do you have it listed as an 'extra' ingredient? If so, that's probably what is happening.

Also there is a hard to track down bug with the inventory stuff. Amadeus has a fix in the latest build, so maybe it's simply that.
Problem is that in some cases Cleaner is a fuel and in some cases it is used as a remedy.
 

Sorenbro

Active Member
aChallenged1 said:
PVP server by chance?
I think invis works on both PVP and the RP servers. I just assumed it worked on the others as well. I guess my request has vary limited application for most of the people using this bot. I will find a way to Implement this in my own version of craftbot.
 

Andykay

Active Member
Ok, fairly basic problem and i'm sure i'm missing something intrinsic, but I can't get this to work at all. I've unzipped the folders to my innerspace/scripts/ directory. I've run the game via IS, opened the console, typed 'run vgcraftbot'. It says it's patching, downloads a newer version, then says patching complete. And that's it. No screen pops up, and if I try to run it again it says it is already running.

This has occured on two seperate computers, so it isn't a freak situation. I must be doing something wrong. At the moment I can't configure the script at all, let alone make it start.

With VGcrafthelper you had to put stuff in an 'Interface' directory, is that perhaps the issue? Everything was unzipped into the /scrips/ directory, as instructed.

Any help would be greatly appreciated, thanks.
 

hideus

Active Member
Andykay said:
Ok, fairly basic problem and i'm sure i'm missing something intrinsic, but I can't get this to work at all. I've unzipped the folders to my innerspace/scripts/ directory. I've run the game via IS, opened the console, typed 'run vgcraftbot'. It says it's patching, downloads a newer version, then says patching complete. And that's it. No screen pops up, and if I try to run it again it says it is already running.

This has occured on two seperate computers, so it isn't a freak situation. I must be doing something wrong. At the moment I can't configure the script at all, let alone make it start.

With VGcrafthelper you had to put stuff in an 'Interface' directory, is that perhaps the issue? Everything was unzipped into the /scrips/ directory, as instructed.

Any help would be greatly appreciated, thanks.
endscript *
runscript vgcraftbot

wait a sec....

bingo!


This happens on mine everytime. Annoying but not enough so to try and figure out why.

Aside from that and the occasional pathing issues this script is awesome. So much so that it almost makes me wanna break out the scripting hat and help, but not quite. (am a lazy bastard)

-H
 

icepick099

Active Member
Quality is pumping to 100% again. Settings : Quality Level 759, Pump Extra Quality is Unchecked
Some of the extra quality has to do with the action select logic. Some times when the script finds the condition where it is expected to push progress, it finds the ability with the highest progress on it and just uses it. Some of those have quality bonuses on them as well.

That is only 1 reason why you are pumping extra quality in the long run.

But I do agree that there is *something* wrong in the action logic. I see quality at 100% sometimes (with pump quality on) and the script will still choose to do more quality based abilities (like quality high, progress low) which is rather strange.

When I see it happen again, I'll capture it.
 

Xeon

Active Member
hideus said:
endscript *
runscript vgcraftbot

wait a sec....

bingo!


This happens on mine everytime. Annoying but not enough so to try and figure out why.
I've added a 60 second timeout, so if it tries to update, but takes longer than 60 seconds, it bails out.

Aside from that and the occasional pathing issues this script is awesome. So much so that it almost makes me wanna break out the scripting hat and help, but not quite. (am a lazy bastard)
Hehe... yeah, I spend about 10-15 hours each week working on it... Way to much time!
 

stardog_2006

Active Member
Hmm question

This is afairly stupid question i'm sure. but, Will this bot craft you from 1 to 50 by doing work orders with limited Interaction?
Second, How do you all like this scripting language (lavish) and 3rd is it possible to use C/C++ or C# to interact with the ISXVG system? or does one have to use Lavish?

Thanks. I"m debating subscribing to Inner space but am leary, I have plenty of background with other Scripting hosts but this one looks neat.
Thanks to any how reply.
 

Xeon

Active Member
stardog_2006 said:
This is afairly stupid question i'm sure. but, Will this bot craft you from 1 to 50 by doing work orders with limited Interaction?
No, because you need to upgrade your gear, allocate stat points, add to the 'sell' list and repair your gear.
You need to repair your gear at least every 8 hours or so.

Also, I wouldn't feel confident in the craftbot working correctly unless you are at least level 5 or so. However, I haven't tried it with a toon that low.

Second, How do you all like this scripting language (lavish) and 3rd is it possible to use C/C++ or C# to interact with the ISXVG system? or does one have to use Lavish?
You can use any programing language you want. I know there is a C# framework that exists.

I've worked with other 'inside the game' scripting languages before (lpMUD, ACTool, etc) and I have to say that LavishScript is very well written, has good OO and gets the job done.
I also like the fact that each script has the source right there, so other people can customize, learn and re-use your code :toast:
 

adakos

Active Member
Autoreply?

I know you were talking about this in the IRC channel tonight while we were waiting for the patch update, but is there any way to set the autoresponses while crafting? or GM pause capability? i see you have a script written in your SVN / base directory, but implimentation is the hard part
 

stardog_2006

Active Member
hmmm

Ok, So i'm really new to Innerspace and ISXVG. and Vgcraftbot....
I start up vanguard via Inner space. --check
I hit the ` and in the console i type ext ISXVG
It loads somethings, then unloads some things then loads some more .
Then i type runscript VGCraftbot and nothing happens.
If i type it again i get Failed, already running yet? i don't see any of the XML windows like in the documentation?
any ideas?
Thanks
 

Xeon

Active Member
adakos said:
I know you were talking about this in the IRC channel tonight while we were waiting for the patch update, but is there any way to set the autoresponses while crafting? or GM pause capability? i see you have a script written in your SVN / base directory, but implimentation is the hard part
I'm still working on the used editable XML version of the auto response code, but if you want the quick and dirty hack, download this .zip and install.

WARNING: This is just a snapshot of the development tree, there is untested code in there, so it's quite possible for the script to crash.

http://www.reality.net/svn/vanguard/VGCraftBot-0.991.zip
 

alphazero

Active Member
How about if debt occured end script time a feature, because i saw someone botting, and i trained them.. and he kept running back and dying ;)

Thats kinda a bad give away heh
 

qevlhma

Active Member
Is there any way you could redo the script to add the ability to set different qualities for each WO difficulty?

ie: get a C for moderate, B for easy and A for very easy?

Also as a suggestion.. add a priority list for WO's

ie:

do mod first, then easy, then very easy and lastly difficult.
 

stafflag

Active Member
This is a great Script, ben running it a couple days now and thought id give some feedback

One feature id like to see is a bailout if its lost the path for very long. Sometimes i catch the bot trying to run along a wall telling me "too far from path". Would be great if i could set an option to auto-quit after a few minutes of this.


sweet script!
 

Xeon

Active Member
stafflag said:
One feature id like to see is a bailout if its lost the path for very long. Sometimes i catch the bot trying to run along a wall telling me "too far from path". Would be great if i could set an option to auto-quit after a few minutes of this.
Hmm, yeah, that's a good idea.
 

stardog_2006

Active Member
Question

What does it mean if it gets the work orders, and buys supplies, then goes to the finishing table and just opens and closes down the dialoge, then goes back gets work orders etc.etc. its never crafting?

Do ineed a special User Interface? becuase i'm running a modified one?
Thanks

I also had the bug where it would not load the User interface for the craftbot until i typed in endscript vgcraftbot
 
F

firestorm5636

Guest
Sorry for the inapproipriate are...possibly...is anyone else crashing to desktop everytime they try to do the

ext isxvg OR vgcraftbot?

Ive posted on interspaces website..

Any help would be great
 

Boog

Active Member
Not exactly feedback but something of interest to bot users. Lately I have noticed discussion of bots and bot reporting going on in the the server craft channel. There is also a huge post at vanguardcrafters.com about bots.

http://www.vanguardcrafters.com/forums/viewtopic.php?t=4079

It seems that the witchhunt for botters is gaining momentum. Will be interesting to see how Sigil responds. I personally don't afk bot, I don't want to be one of the "examples" made by Sigil when they undoubtedley end up banning a few accounts for botting to appease the community.
 

gnits

Active Member
Question about different types of things.

Water treated and water

Abrasive Emery and emery

Corrosive solvent and solvent...


occasionally we get these...are they better? Can we have it choose them over regular stuff first?
 

vwaleck

Active Member
vgcraftbot - UI

Sorry trying this for first time. When I use the ~ key and type runscript vgcraftbot, it runs an update and eventually says finished. This is where I get stuck. Following Xeons writeup I assume I should be able to see a UserInterface that will allow me to setup CraftBot. Did a search and could not find any answer to this, sorry :(

Thx

Vince
 

Xeon

Active Member
vwaleck said:
Sorry trying this for first time. When I use the ~ key and type runscript vgcraftbot, it runs an update and eventually says finished. This is where I get stuck. Following Xeons writeup I assume I should be able to see a UserInterface that will allow me to setup CraftBot. Did a search and could not find any answer to this, sorry :(
endscript vgcraftbot
then
runscript vgcraftbot

It's a bug with the auto-update code.
 

gnits

Active Member
What would be really nice is a one-off version of this. Get your recipe, setup the table, hit begin, and have it do the whole thing from there.
 
F

firestorm5636

Guest
Is there a way to have the script shut of if you are teleported? I was teleported today to some strange location...luckily I was there...no tells...no nothing just teleported to a room. I logged off and back on and everything was fine...

Just wondering if that was possible? I had the crafting window still going like I was still in front of the table...weird...who knows...

Could just be my paranoia kicking in
 

Xeon

Active Member
version 0.991 released

Code:
* Version 0.991 -- March 20th, 2007
	Added Alarm tab
	Checkboxes for Alarms on GM detect and player tells
	Added auto-respond code and example-autorespond.xml file
http://www.reality.net/svn/vanguard/VGCraftBot-0.991.zip

NOTE
The script will NOT auto-update to this version, so if you want it, you will have to download the .zip.

--

Now includes Alarm Tab with audio alerts for GM detection and /tells

If you want custom auto-responses then you will need to move the example-autorespond.xml file from the vgcraft/save directory to your toons name directory and rename it to autorespond.xml. Be sure to customize it first!

For example, if your toon was named Bob, you would move the file to:

scripts/vgcraft/save/Bob/autorespond.xml

The syntax of the file is explained in it. You can edit it with Notepad or Wordpad.
 

DrmChld

Active Member
The alarms are nice. I do highly suggest everyone changes them to their own wording.

Is it possible to have a say alarm that will distinguish between a players say and a NPC's say? We have a lot of people using says instead of tells to chat when they are at the same station.
 

Xeon

Active Member
DrmChld said:
The alarms are nice. I do highly suggest everyone changes them to their own wording.

Is it possible to have a say alarm that will distinguish between a players say and a NPC's say? We have a lot of people using says instead of tells to chat when they are at the same station.
The alarms will only sound on GM detection and 'tell'

The auto-response code will never activate on 'say' text.

Emotes will only activate if it has your toons name in it.
 

DrmChld

Active Member
Xeon said:
The alarms will only sound on GM detection and 'tell'

The auto-response code will never activate on 'say' text.

Emotes will only activate if it has your toons name in it.

I see a possible danger in the tells, once people figure out the 'triggers' they can send you the same tell over and over and get the same response. An easy test if your a bot.

Also is it possible for someone to /say You have been summoned and the program will respond with /say Where am I? (or whatever custom text)?

I understand that using a program like is at-your-own-risk, of course. Am just wondering if someone can make me /say Where am I repeatedly or does the bot stop at that trigger?

Personally, I only run the bot when I'm there to pay attention. And these new Alarm tools you've added are awesome to say the least. Thank you. (especially since they go off when you're alt-tabbed!) :)
 

thezig

Active Member
I'm not sure if this has been posted already, but I would like to see an option to pause the script upon level-up. It would make it easier to ensure I get the exact skill ups I want in the new level (or rather, to avoid getting skill ups I don't want without having to freeze all the skills and using up all my WOs).
 

DrmChld

Active Member
thezig said:
I'm not sure if this has been posted already, but I would like to see an option to pause the script upon level-up. It would make it easier to ensure I get the exact skill ups I want in the new level (or rather, to avoid getting skill ups I don't want without having to freeze all the skills and using up all my WOs).
Simply lock your stats until you have time to change them.
 

Xeon

Active Member
DrmChld said:
I see a possible danger in the tells, once people figure out the 'triggers' they can send you the same tell over and over and get the same response. An easy test if your a bot.
Each of the responses is on a timer. It won't use them more than once every 2 mins.

But the answer is yes. If you have 'respond to player's turned on and someone sends you the same /tell every 2 mins, you will respond in the same way each time.

Also is it possible for someone to /say You have been summoned and the program will respond with /say Where am I? (or whatever custom text)?
Dammit, I forgot to take that out!

I also need to add a channel check for both that and the level check.
 

detzX

Active Member
Since these are public forums and anyone can read them it wont take long for people to find out what it takes to "defeat" or locate a bot...maybe we should go private, I've already seen links back to this site talking about bots.
 

trillo

Active Member
You can always modify routines to subscribe to a play style that more suits you.

But seriously I think Sigil is fighting for every nickel they can get right now and have bigger issues than trying to curtail a minute segment of the population using bots.
 

Kazman420

Active Member
VGCraftBot 0.991000

GM Alarm: Checked
Auto-Respond to GM: Unchecked
GM Detected Alarm: Checked
Tells Alarm: Checked
Auto-Respond to Tells: Unchecked
Level Up Notice: Unchecked

Upon levelling up, I now say "Whoot" (I'm assuming that feature falls under the "GM Alarm" option?) however I only found refrence to it in the actuall craft-autoresponse.iss file, and not in the XML file your supposed to customize. I also saw no way of disabling just the "Whoot!" when you level up feature, something I would definatly do.

Xeon, could you please give alittle more information regarding the GM Detected option? Is ISXVG actually detecting an invisible GM standing nearby? What exactly does it do over having just the "GM Alarm" enabled without the auto-reply?

My ideal setup would be audio alarms for everything with no auto-responding, and no "Look Alive" (saying something on level-up) features enabled. I'd also suggest an option to terminate/pause the script (and optionally /quit the game) if a GM sends you a tell and/or teleports your character. These are of course just reccomendations.. I'm always sitting at my desk when I have the scripts running, so I prefer to manually respond to anything that may be happening, but I figure when it comes to this subject, the more options you have the better =)

As always thanks for the great work!
 

Xeon

Active Member
Kazman420 said:
Upon levelling up, I now say "Whoot" (I'm assuming that feature falls under the "GM Alarm" option?) however I only found refrence to it in the actuall craft-autoresponse.iss file, and not in the XML file your supposed to customize. I also saw no way of disabling just the "Whoot!" when you level up feature, something I would definatly do.
Yeah, sorry, that code got left in by accident. I just took it out and once I get a chance to check that everything still works correctly, I'll put it up as an autoupdate.

EDIT: Fixed and pushed via auto-update

Xeon, could you please give alittle more information regarding the GM Detected option? Is ISXVG actually detecting an invisible GM standing nearby? What exactly does it do over having just the "GM Alarm" enabled without the auto-reply?
The first GM alarm will sound each time a GM sends you a 'tell'
The second GM alarm will sound when a GM spawns nearby. It will NOT detect an 'invisible' GM.

So if you want to know when a GM is in the area, keep the 2nd alarm checked. If you want to get notified when a GM sends you a /tell then keep the 1st alarm checked.

The script will pause if you have the GM alarm enabled and a GM sends you a tell
It will also stop running if you die or are 'summoned' somewhere else.

EDIT: If you have the 'respond to gm' box checked and don't have the autorespond.xml file in your save/toonname directory, it will use this code:
Code:
elseif ${Math.Calc[${Time.Timestamp} - ${ChatAlarmTimer.Timestamp}]} > 120
	if (${aText.Find[Hello]} || ${aText.Find[Hi]} || ${aText.Find[Hey]})
	{
		TimedCommand 30 "VGExecute /reply Hiya"
	}
	elseif (${aText.Find[?]})
	{
		TimedCommand 30 "VGExecute /reply yes?"
	}
	else
	{
		TimedCommand 30 "VGExecute /reply ok"
	}
Which means if a GM tells you Hello, Hi or Hey, you will reply with Hiya
Else if there is a ? in the tell, you will reply with yes?
Else you will respond to anything they /tell with ok
 

mordacai

Active Member
Love the new alarms :) Initially I had problems with the script, it would quite often stop at the stage when I was trying to hand in or receive new work orders and also on the very 1st step of crafting when you select the supplied materials, My botting box isnt the fastest of machines and lag/cpu overload was causing it to miss these commands, I just fiddled with the wait time between targeting the NPC and asking for/handing in WO's and it seems to have sorted it out, by fiddle I mean I didnt know excactly which wait time it was I just adjusted a bunch of em it now crafts a little slower :dazed:.

Back to alarms though, as a feature request/suggestion an alarm to sound when the script ends or goes to sleep, I have had alot of problems with when the script retriggers after the 5 minute timer the bot just up and runs in random directions finds a wall, turns finds another wall, so on and so on looking totally bot like. This most often happens when I stall at the place to receive WO's either because I didnt wait long enough to ask for/ hand in WO's or the NPC didnt have WO's available for me.

Thanks for the great bot :)
 

thezig

Active Member
This program is really awesome, thanks Xeon.

I have a suggestion regarding the action logic:

As it is now, the program gets Bs and Cs on work orders that I can usually get all As and Bs on, and much of it is due to the way it seems to choose actions. For example, in the absence of negative complications, it is usually better to use whichever action gives the most progress (or quality for quality steps) because fewer actions means fewer chances to get a complication. A couple of things I've observed that might be good for the logic:

1. When there's no complications, use whichever progress step grants the most amount of progress, based on the amount of progress remaining (i.e. don't use the Very High action 3 times when 2x Very High and 1x Low will do it).

2. Have the program advance a quality step's progress before pumping quality, so it's one action away from finish the step (to allow for a quick escape vs. progress penalty comps).

3. Maybe let the script use combined quality/progress actions a bit more often. These tend to be rather efficient as far as quality+progress per action point.

Also, I've noticed a slight bug. The bot often forgets to clear complications that require it to change a toolbelt. It looks like it only tries once to start clearing the comp, but fails due to missing tool. It changes the belts, but for whatever reason proceeds to ignore the comp and try to do regular actions (which now fail due to changing the belts), so it changes the belts again and the complication just stays there.

Anyway, I don't mean to knock your script, it's by far the best one out there, these are just a few things I noticed.
 

gnits

Active Member
Also, i think pumping extra quality in stage two may be a bit optimistic as it will fail things it shouldnt.

Selection of extraingredients works worse than it did, often doubling fuel and not filling up the table

Also, pause for table setup doesnt actually pause.
 

brynnb

Active Member
As the guy above me said, the script will sometimes fail things it really shouldn't. It seems like the best way to do this is to leave adding quality as far to the end as possible.

As a feature request, I'd love an ability for the script to finish the current WO's and then stop whenever someone came within a certain range. This would make it a lot easier to leave unattended since people won't be seeing the sometimes odd pathing and erratic movement.

Additionally, having slow turn work better would be nice. It's really bizarre to come to a complete stop, turn, and then start moving forward again.

Thanks for all the awesome work.
 

gp1001

Active Member
brynnb said:
This would make it a lot easier to leave unattended since people won't be seeing the sometimes odd pathing and erratic movement.

Additionally, having slow turn work better would be nice. It's really bizarre to come to a complete stop, turn, and then start moving forward again.

Thanks for all the awesome work.
I have tried and tried to get the pathing to work without it going back and forth mid path... I have tried changing the path precision and target precision with no luck. I have also tried selecting "Follow Exact path for Movement"

When I have "Use slow Turn while Moving" checked it will turn in circles at the crafting table before trying to move to the Workorder npc.

anyone have any suggestions.

Thanks
 

icepick099

Active Member
With the latest build (.992000), the table setup is no longer loading bandages/adhesive/extra fuel automatically. I removed all items from my bag, bought new ones (just in case it was some weird inventory bug) and I still don't see any items loading to the table other than the minimum requirements.
 

alphazero

Active Member
Still, I think we need a if you die, end script thing, I got trained, and i was asleep for 3 hours tops, and i have approx 18-24 tombstones on the ground from it going psyco lol. I think it threw a flag up =\
 

kingfisher

Active Member
mordacai said:
Love the new alarms :) Initially I had problems with the script, it would quite often stop at the stage when I was trying to hand in or receive new work orders and also on the very 1st step of crafting when you select the supplied materials, My botting box isnt the fastest of machines and lag/cpu overload was causing it to miss these commands, I just fiddled with the wait time between targeting the NPC and asking for/handing in WO's and it seems to have sorted it out, by fiddle I mean I didnt know excactly which wait time it was I just adjusted a bunch of em it now crafts a little slower :dazed:.

Back to alarms though, as a feature request/suggestion an alarm to sound when the script ends or goes to sleep, I have had alot of problems with when the script retriggers after the 5 minute timer the bot just up and runs in random directions finds a wall, turns finds another wall, so on and so on looking totally bot like. This most often happens when I stall at the place to receive WO's either because I didnt wait long enough to ask for/ hand in WO's or the NPC didnt have WO's available for me.

Thanks for the great bot :)
It appears lag was what was causing the problems I reported in the other past as well. I was downloading something tonight and was having the same problems as he reports in this post. But turning down the speed on DL, fixed the problem.
 

DrmChld

Active Member
icepick099 said:
With the latest build (.992000), the table setup is no longer loading bandages/adhesive/extra fuel automatically. I removed all items from my bag, bought new ones (just in case it was some weird inventory bug) and I still don't see any items loading to the table other than the minimum requirements.
I am having the identical problem.


Edit: Note: Set the file for .nopatch and reloaded v991 and same result.
 

gnits

Active Member
DrmChld said:
I am having the identical problem.


Edit: Note: Set the file for .nopatch and reloaded v991 and same result.
Having assisted with several changes to the loading of ingredients and buying of supplies, here is what is going on.

In craft-items.iss there is a reference to an ingredient being less than 25 then buy. The issue with this is that the table loading wont load anything less than 15. So the easiest fix is to load up a few more supplies. I changed 2 references from 25 to 75 and bingo, i was maintaining more supplies.

But there is another issue involving the loading of supplies for which my section of fixed code was PM'd to Xeon for evaluation. The new one looks in the inventory differently than the TableAddExtra function did before. This allows it load the full stacks instead of finding the first stack (which may be less than the 15) and just going on to the next one.

Personally, i would like to see the script stop trying to pump quality before stage 3. When i do them myself, i dont do any quality adds until i am 70% into stage 3. Then i pump it hard. That way i can make the judgement that i have done what i can and finish it up. Unless (and i am not sure) you are making something with attunements and you need the quality to be C or better before stage 3 to add the attunement, i can see no reason why it should use the less efficient methods in stage 2 over the fast ones in stage 3.

As for the buying and selling of ingredients, that part i understand thoroughly. As for the selection of ingredients, does it matter if you use treated water of water? Does treated water give a bonus to complication reduction? And similarly do the other different versions of supplies? If this is the case, then it would stand to reason that a selection process should be setup for adding the better ingredients first, simply because it would make the success rate higher.
 

brynnb

Active Member
I just encountered a problem (i think) with .992: It switched over to a toolbag for a tool it needed in it, but then wouldn't switch back to the one that had the hammer in it to continue working. I did it manually and it continued just fine.
 

qevlhma

Active Member
I have been having problems like this too.. where it gets stuck looking for a tool forever and won't swap bags.
 

detzX

Active Member
OK, not about the bot but crafting so figured I would put here. Just curious where you guys craft..I loved BC but I'm out of moderate/easy WO there so I'm looking for a new spot. Southwatch was OK but my guy gets stuck sometimes and there are lots of people there now.
 

neogeoman

Active Member
the setting up works but as soon as i go to run it, my character just stands there. i stood for a full 6 minutes and nothing happened.
 

Xeon

Active Member
With the latest build (.992000), the table setup is no longer loading bandages/adhesive/extra fuel automatically. I removed all items from my bag, bought new ones (just in case it was some weird inventory bug) and I still don't see any items loading to the table other than the minimum requirements
Try this: runscript vgcraftbot 1

Note the 1 at the end
 

DrmChld

Active Member
Xeon said:
Try this: runscript vgcraftbot 1

Note the 1 at the end


I've done this twice. Each time it forces an update, but the original problem of Add Additional Items not loading is still there.
 

icepick099

Active Member
Well, I think the problem with not loading ingredients for WOs is resolved. Those seem to load ok. But when not running on full-auto, optional mats aren't loaded.

Normally I can turn off full-auto, select the recipe I wish to use, then the bot grabs it from there, loads the necessary materials and optional stuff (adhesive, bandages, etc), and it "hangs" waiting on me to kick it off with the first step (1,3,5 items) and it takes it from there to the finish.

But that stopped working around .992.
 

DrmChld

Active Member
Xeon said:
You will have to take that out first. Otherwise it won't update.

hehe, i did take that out :)

The steps I took:

1. Originally logged in yesterday, had v 992, no materials were being selected. I do not use full auto. Load extra materials checked. Looked at config and it showed TRUE. (Rebooted computer, redownloaded 992 in case of corruption, same issue.)

2. Downloaded 991 from this site. Allowed auto-patcher to update to 992. Same issues.

3. Downloaded 988 from your history files website (shows as 985, file says 988 inside). Allowed it to auto-patch to 992. Same issue.

4. Restored 988 from history files. Inserted nopatch file. Posted message to this forum and ran 988 til today.

5. Got your message re: runs vgcraftbot 1 ... *removed* nopatch file. Allowed patch to 992. Same issue. Each time I run vgcraftbot 1, it patches. Posted message above.

6. Restored 988 (985?), restored nopatch file. Just got back from store.

Hope this chrono helps.

UPDATE: 7. Removed nopatch file, entered game, ran 'runs vgcraftbot 1' . Tested, same issue. (Going back to nopatch and 988 for now. If there is anything I can do, log files or whatever, let me know. Happy to assist.)

Edit: Added from log file:
19:47:07::VG:Table(1): Pyrite Sheet :: 0
19:47:07::VG:Table(2): Oil :: 25
19:47:07::VG:Table(3): Emery :: 25
19:47:07::VG:Table(4): NULL :: NULL
19:47:07::VG:Table(5): NULL :: NULL
19:47:07::VG:Table(6): NULL :: NULL

From: Config file:
variable string woExtra1 = "Water"
variable string woExtra2 = "Bandages"
variable string woExtra3 = "Adhesive"
variable string woExtra4 = "Treatment"
(all items are in Utility Pouch)

Tried both: Name of Pouch: Utility Pouch, changed name to Large Leather Utility Pouch. No change in problem.


Edit: New Test: 8. Completely deleted all vgcraft files from scripts directory including vgcraft directory. Redownloaded 991, allowed update to v992. Same issue.

Someone told me to make sure I have 125 of each type in my pouch. I've never had that issue with water before, but am willing to try. Will post here if it works. Otherwise it didn't.

Thanks
 

mir

Active Member
new pathing logic bug?

Now my toon ALWAYS runs to the supplier when he finishes his workorders, even when he doesn't need to. When he doesnt need to, he just runs back and then get new work orders. doesn't open the vendor dialog, but it's a unnessesary run. Didn't do that for me before.
 

DrmChld

Active Member
Did one more test based on a previous post here...

Turned ON full-auto.. all materials loaded properly.
Turned OFF ... extra materials did not load.

Hope this helps.

Please let me know if/when fixed. I'm running 985 since I do not run full-auto. Will remove nopatch when you say the word.

Thanks
 

mattsworld06

Active Member
Not sure if anyone else is having this problem, but I just started tier 3 and often get hangs during stage 2 and stage 3. I dont have any specific information on work order but it happens frequently. I have to manually click the action to get it going again.
 

gnits

Active Member
DrmChld said:
Did one more test based on a previous post here...

Turned ON full-auto.. all materials loaded properly.
Turned OFF ... extra materials did not load.

Hope this helps.

Please let me know if/when fixed. I'm running 985 since I do not run full-auto. Will remove nopatch when you say the word.

Thanks
Check your PM, i sent you some of my custom patches that fix the issues with .992
 
F

firestorm5636

Guest
Hey...just a thought....not sure if its worth it...


Is there way to make it so that you get a tell and log off?
 

metallica5

Active Member
So my bot in full auto is buying way too many ingredients and filling up my bag space with it all... How can I limit the amount of say, adhesive and bandages he buys? I realize its prolly in one of the .iss files? not sure what programs I can use to open it... notepad?

I bought two 16 slot bags last night (32 more slots than I had before) and he (comp) filled them up with reagents lol and im getting the packspace full msg :)

Edit: found this in notepad

variable string sUtilPouch = "Utility Pouch"

variable string woExtra1 = "Water"
variable string woExtra2 = "Bandages"
variable string woExtra3 = "Adhesive"
variable string woExtra4 = "Treatment"

can I just delete the woExtra's I don't want?
 

icepick099

Active Member
New issue I just came across:

I don't see pathing working. I see its calling "Movepath called: craftstation to supplier" and I just stand there.

I did runscript VGCraftBot.iss 1 to check if I missed any updates. I tried remaking the pathing a few times. But, the original pathing has worked for about a week, so I have doubts the path is bad.
 

Grep

Active Member
Im getting can't get toon name and before that was getting a pathing problem where the toon would not move from the station. This all started happening just after the latest patch from ISXVG, about 30 minutes ago for me.
 

snoogless

Active Member
I am also getting this error, but its only on 1 of my box's. Also when i bring up the radar there is nothing on it and i am unable to select any buttons on the configure tab.
 

icepick099

Active Member
Is there a maximum number of path files you can store? My issue only went away after I moved all of them and remade the one I'm currently using.

But a follow-up question is "How do I remove dead paths from the drop down list?" I have about 20 in there and remove path wasn't working before I moved them to a backup folder. So, now I got 21 path files on the drop down list, but only 1 works.
 
Status
Not open for further replies.
Top Bottom