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

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chockobot

Active Member
Xeon,

With the new moving wo npcs can we have a semi-auto bot function that will allow us to hand pick the wo we want and do our own buying and selling. But then go to the workstation and have it run through all the wos then stop? I don't mind being in front of my computer I just don't like all the clicking.
 

shorty606

Active Member
I have set it up using a fix with a moving W/O and it works like a dream - the only thing people may notice is that it says Hail once when talking to W/O and supplier. A way to fully simulate right mouse clickign the NPC has to be added or the command used (new to this language so not sure if it exists). Until then hail has to be used.
 

Xeon

Active Member
Andykay said:
My movement paths are all screwed up. He runs to the first vendor fine. Then does a wierd spin and winds up in the corner and can't get out.
Turn off 'Use Slow Turns while moving'
 

Xeon

Active Member
Tuche said:
Enabled support for the actionStore
* Action Store is a new experimental way to tracking how effective an Action is. It stores each Actions actual Progress and Quality and uses those values when deciding which action to use.
 

Smyrk

Active Member
chockobot said:
Xeon,

With the new moving wo npcs can we have a semi-auto bot function that will allow us to hand pick the wo we want and do our own buying and selling. But then go to the workstation and have it run through all the wos then stop? I don't mind being in front of my computer I just don't like all the clicking.
I concur here, I would love to see this functionality return much like it was in the first cuts of the script. I don't run unattended, and while being able to do so on occasion, the real tedium is the crafting itself which I want eliminated.
 

Xeon

Active Member
docwat69 said:
After the ISXVG patch and the VGCraftbot patch, this morning after the VG patch I am now getting this error after it loads up my crafting table and is ready to select begin:

Unparsable in Calculation: 'C'
Could not calculate CS_ACTION_IWAIT

Ideas?
Yes, I had a typo, as that should have been CS_STATION_IWAIT

To fix, you can do this: runscript vgcraftbot 1

Notice the 1 at the end... it will force an update
 

Xeon

Active Member
Smyrk said:
I concur here, I would love to see this functionality return much like it was in the first cuts of the script. I don't run unattended, and while being able to do so on occasion, the real tedium is the crafting itself which I want eliminated.
Turn off the 'Full Automatic Bot Mode' checkbox. Once you select the station and a recipe, it should do the rest and stop when all WO are done.
 

Xeon

Active Member
Spoler said:
Right now i am doing a WO with the next steps on the 4 stages 1/3/1/1. The ability which gives the most quality (cleaning for me) is in the stage 3... i have to set the MaxQ to 80 in order for the script to do quality at this stage... If the same step is on the second stage on the next order, will make me waste points on quality until i arrive to the ApLimit of 40 that i have set up... This or i totally missunderstand how the system works...

Any tier 3 Outfitter can tell me a setting for the sliders that works with moderate?
So the logic behind the sliders is:

-- Min Quality --
If Quality is below this, then bump Quality priority.
Use this slider to set the Quality level at which it will put Progress as a slightly higher priority.

-- APLimit --
This is a ratio of AP left to # of steps left.
Use this slider to force the script to finish a recipe.
If you are not able to finish a recipe because of out of actions points, then lower this slider.
In general you want to keep this slider low, as it's better to finish a recipe with low Quality than fail it.
This is a hard limit, as once it reaches this ratio, Progress is king!

-- MaxQ --
This is the ratio of AP allowed in this stage to # of steps left.
Use this slider to allow the script to push Quality higher.
If you are finishing a recipe with lots of AP left over and low quality, then raise this slider.
In general you want to keep this slider about 10-20 points higher than your APLimit slider.
This is a softer limit, as once you reach this ratio, Quality priority is lowered and Progress priority is raised.
 

icepick099

Active Member
Turn off the 'Full Automatic Bot Mode' checkbox. Once you select the station and a recipe, it should do the rest and stop when all WO are done.
If you turn off full-auto, if the script "feels" you are low on supplies, it will wait around until you buy them up, even if you have plenty of supplies to continue.

I went into the VGCraftBot.iss file, commented out "SupplyNeeded" so I can run half-attended. Just like some others, I rarely ran the script completely unattended. But, the script requesting supplies that you don't need or have plenty of makes it such that you need to help it along after every combine.

Which brings another point up...

Is it possible to keep the "Get supplies" option on, but the "Go find the WO NPC" off? I tried to make some local changes that would let the buying/selling aspect continue itself, but I would just need to get the WO myself (fair enough tradeoff). But, I didn't have much luck yet.

And the new sliders seem good. It takes a little tweaking to find a happy spot. I do like that Xeon pre-empted T5 (and overall made the script more flexible) by changing the AI to look at the AP% for the different tiers rather than the APleft. Doing some T5 combines to B, I noticed a good success rate :)
 

Theras

Active Member
I always sit and watch it anyways (i like to talk to people) as its going. What I did now is just leave it on full auto and pause it whenever I need to turn in / get new work orders. Just make sure you have the difficulty of the WOs selected.

In the end this ends up being more effective because *I* know what kinda mods I can and cant do. I pick the low-mods and high-easys and am averaging more exp than before.
 
F

firestorm5636

Guest
For some reason it stops after completeing 1 part of a 5 part batch order...or whatever....1 combine adn stops....dont know why....still looking...havent plenty of supplies
 
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firestorm5636

Guest
well...actually says Supplies needed Emery 125....2 times....t
 

spudman

Active Member
Grep said:
This may be just me getting to grips with the new ai, but wouldn't it be better to save the slider settings against the quality level of jobs rather than the number of AP's ? At present if you do multiple quality level WO's e.g Moderate and Easy then I'm finding I need to set the sliders to ensure I can complete the moderates which makes the bot finish easy WO's with a number of AP's left over.
Xeon wasn't this how you had it in your early beta testing? I'd rather tie the quality settings to the level of the WO as well. I try to get med, but if none avail, i'd prefer the bot try for higher quality on easier work orders. Just curious.
 

chockobot

Active Member
Xeon said:
Turn off the 'Full Automatic Bot Mode' checkbox. Once you select the station and a recipe, it should do the rest and stop when all WO are done.
I'll try that again. I thought when I tried that before it just ran one creation of the WO item and then stopped. I had to select it again and again until I was out of wo recipes.
 
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firestorm5636

Guest
Ok Disregard....once again...stupid is as stupid does....I didnt have enough emery...got it covered.

Great script...just an idea...would it be possible to have something that pauses the script when you have a tell adn says something like BRB phone call, OMG I gotta poop, Call the police wife beating me? something like that?

BTW thanks for all the hard work on this I really appreciate it
 

detzX

Active Member
firestorm5636 said:
Ok Disregard....once again...stupid is as stupid does....I didnt have enough emery...got it covered.

Great script...just an idea...would it be possible to have something that pauses the script when you have a tell adn says something like BRB phone call, OMG I gotta poop, Call the police wife beating me? something like that?

BTW thanks for all the hard work on this I really appreciate it
Try it youself. :D Look through the code and find the part that notices a tell(think it's the alert code) and just add in your own stuff and sets the pause variables to true. It's better if you do it your own anyways that way it's unique and you don't say the same things as every other bot.
 

thezig

Active Member
I have a strange, but very serious pathing problem. This existed in the last version (new AI) as well as the current one, so it's not related to the NPCs moving around.

I can set a path that will take the character to all of the needed NPCs (or at least to a spot where they're in line of site), but the script loses track of the NPC and throws a No LoS error. It won't even complete all of the previous nav points before trying. It'll get about half way, select the NPC (which is obviously in LoS if it can select it), then throw the error. Heck, right before I came here to post this it told me it had no LoS to the refining station!

I think there might be a coding mix up where it's trying to get to the NPC before fully running all of its points. I know that it throws the error regardless of whether or not I have it following the exact path.
 

crixtoanti

Active Member
Xeon said:
Turn off the 'Full Automatic Bot Mode' checkbox. Once you select the station and a recipe, it should do the rest and stop when all WO are done.
Has anyone been able to get this to work? Do you have to set up a path like you were going to use full automation? For me I have to manually do the first step then it crafts 1 item and then stops. If anyone has gotten it to work without full automatic bot mode on, could they post a walkthrough.

Thanks
 
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firestorm5636

Guest
crixtoanti said:
Has anyone been able to get this to work? Do you have to set up a path like you were going to use full automation? For me it crafts 1 item and then stops. If anyone has gotten it to work without full automatic bot mode on, could they post a walkthrough.

Thanks


Yes I had this problem...the solution was to overstock all my supplies...problem solved
 

shorty606

Active Member
But do not use the hail mod posted - that hails constantly whilst targeting and walking to wandering W/O NPC. I will post my mod later when I am not on laptop. I have mine working perfectly with it only hailing once and to the NPCs only - not the artificing bench.
 

VGMan

Active Member
Hmm it no longer wants to select fuel as a crafting supply on refining work orders.

Any ideas? I have plenty in my bag.

Also seems incapable of curing heat exhaustion now too, even when in a tool stage and its killing my ap.

And what are the 4 checkboxes on the progress control page for with various numbers in? I honestly preferred the old interface as at least you could see what level you were aiming for in terms of grade. Can this new approach which does seem smarter be given more understandable sliders etc?
 

gnits

Active Member
I don't think wander is the term i would use for taskmasters now. Pathing hell is the term i would use now. Wow they dont even stop anywhere.
 

Xeon

Active Member
Released 0.995

Version 0.995

Code:
 * Version 0.995 -- March 29th, 2007
	More code to Roving Taskmasters
When creating a path from the Crafting Station to the Work Order NPC, stop at a point where you can usually find the WO NPC. The script will stop at that point and wait for the NPC to be within the Max WO NPC Dist and have no collisions between you.

It may take some experimentation to get it right, so to test it you can do this:

runscript vgcraftbot 2

Notice the 2 at the end... It means run in Movement Test mode. It will only move between all the waypoints.

Good luck and I suggest that everyone /bug the moving Taskmasters so that Sigil will see just how silly it is to have them walking through walls, over buildings, etc.
 

detzX

Active Member
Im not using pathing but he wont finish all the WO. Sometimes it works but most of the time it starts on one, finished and open up screen but then cancels crafting.

Select the recipe you wish to use.
You stop crafting.

Any ideas?
 

dazed0119

Active Member
Etain said:
Having problems leaving a building with a door whats the sequence we should be using?

Same here, if there is a door it stops and starts waiting for the WO npc after the first door.
 

Xeon

Active Member
detzX said:
Im not using pathing but he wont finish all the WO. Sometimes it works but most of the time it starts on one, finished and open up screen but then cancels crafting.

Select the recipe you wish to use.
You stop crafting.

Any ideas?
make sure you have enough ingredients
 

Xeon

Active Member
dazed0119 said:
Same here, if there is a door it stops and starts waiting for the WO npc after the first door.
Hmm, ok, force an update: runscript vgcraftbot 1

and see if that fixes the door use.

Also make sure you are in first person view if there are doors in your path
 

detzX

Active Member
Xeon said:
make sure you have enough ingredients
Its not that, I have full stuff and this one I just did, the first 5 items(batch) I had to manually select them all but after the batch the other two sets went through fine.
 

Xeon

Active Member
detzX said:
Its not that, I have full stuff and this one I just did, the first 5 items(batch) I had to manually select them all but after the batch the other two sets went through fine.
Turn on Debug mode and see
 

dazed0119

Active Member
Xeon said:
Hmm, ok, force an update: runscript vgcraftbot 1

and see if that fixes the door use.

Also make sure you are in first person view if there are doors in your path


nope still no luck. as soon as it opens the first door it sits there and waits for the NPC to come back in range
 

wreckerbill

Active Member
WTB a pathing guide :)

I set my path with points every few yards, then set the door at just under max distance required to open it. next, I set point inside door and close to WO NPC. I do same thing on the way out. I get this error alot (VG.ERROR: MovePath: CheckCollision returned true!) and PC waits at the door sometimes for several minutes. Also, on the way out I get an LOS error. Is this normal? Or is there a way to improve my path? Many thanks for any feedback.

I would be happy to write a guide to help others once I get the hang of it myself.
 

Spoler

Active Member
Good Morning,

1 hour using the .995 version and seems more stable, dunno what it was done, hehehe, as i do tradeskills in Martok and here the WO mob wanders the same as always i didn't actualice to version 2... if i move today from place i may do so to test the new pathing code.

right now i am using at 2500--> 510/40/68 and seems to work pretty well, in all kind of work orders, only fails when at stage 2 gets no complication... either because at stage 3 will get double complications (Maybe Murphy) or because i have my MaxQ very high.

i am failing some WO because i don't remove all the complications, even when they add together, dunno, maybe is some problem with belts, i need to check the debug better.

On easy... i have a problem, script recalculates the vs APLimit not upon changing stage but after doing one progress on the first step of that stage... when i only have one step on the third stage of an easy workorder this leads to me finish the work order without pumping quality because i finish the stage with just one ability of that step. Mmmmmm, anyone understand me? i barely understandmyself :_)

Right now something strange happened. With 0 points left it didn't hit the finishing that requires no points, it just ended the work order with cancel.

Very good work Xeon and thanks for your answer.
 

Spoler

Active Member
Right now i was over APLimit and MaxQ and the game kept doing the maximum progress ability (Which also gives a little amount of quality) rather than the lower cost maximum progress ability... it is more optimal to use when you go over the APLimit the lowest points biggest progress, no?

(Got some lower the MaxQ and its working with the lowest AP most progress ability..., maybe APLimit is not overriding MaxQ?
 

Spoler

Active Member
AP/Steps: 33.057850 vs 40
userQualStop vs apLeft: 423.729004 vs 605

Script used my biggest progress ability... it was suppossed to pump up some quality, no? (With action store:eek:n, will check with off)
 

allenlmf

Active Member
wreckerbill said:
I set my path with points every few yards, then set the door at just under max distance required to open it. next, I set point inside door and close to WO NPC. I do same thing on the way out. I get this error alot (VG.ERROR: MovePath: CheckCollision returned true!) and PC waits at the door sometimes for several minutes. Also, on the way out I get an LOS error. Is this normal? Or is there a way to improve my path? Many thanks for any feedback.

I would be happy to write a guide to help others once I get the hang of it myself.
getting the same problem now. tried MANY MANY tests..still get LOS error
 

Paardje101

Active Member
Also getting that error all the time now on the way too the supplier. Not even get close to the door. In Martok wanna run him from Finishing artificer sculpting table to kabon supplier and the CheckCollision True error comes up.
 

Andykay

Active Member
The script has a few issues running WOs where there is an ingrediant step right at the end, with the final finishing step. Because this step doesn't need a full bar of progress to finish, I don't think the AI is currently calculating it properly

I've also found it using the action that actually takes quality at the expense of progress, which doesn't seem to be factored into the calculations for minimum quality, as it has bumped me into D grade numerous times while doing that.
 

icepick099

Active Member
Keep getting things about Emery
VG: SupplyNeeded should buy : Emery @ 173

I have well over 100 things of it though.
I commented out "Call SupplyNeeded" in the main script. Once you click the first WO, it should complete all of them.

Something new I noticed with version .994, "Pause to allow setup" will read "Recipe = Null" and not continue. The script would load the "fix complication" ingredients, and then hang on "Begin." I'd click begin, then choose which combine I want to do (1,3,5) and the script hangs.

It used to spam "CS_ACTION_KICK" if I was choosing which first-stage (1,3,5) to use and then pick things up from there. Now, it says "Recipe Null" instead.
 

Paardje101

Active Member
Also why is the bot always using Low Quality and Moderate Progress Action's to improve quality this is really not AP efficiënt, even when in the same stage with a High Quality one. It should infact never use such an action only when like in the last example u are at 74% and just need a little quality but not as main action to raise quality :S
 

Etain

Active Member
I craft in Martok and apart from having issues with getting through the door to the supplier I'm having allot of issues with the script debug thinking I don't have enough supplies to craft when I 100+ slots full of supplies.

It seems to only count the supplies in your main bag and not the crafting/extra bags for some reason.

Does anyone have good settings for a decently geared low level artificer? I've tried doing moderate work orders but I never get exp. Had to bump it down to easy WO at 606/25/35 to get exp and even then only some of the time.

BTW I play in 1st person too trying to get through the door. 9 times out of 10 it doesn't work.
 

Paardje101

Active Member
Disabled the option "Use action store for Crafting AI" and everything runs smooth now, he uses the highest Progress Actions, doesn't use the low quality moderate progress action anymore and finishes work order nicely. Doing moderate work orders with grade C/B at lvl 14 artificer. 2000 AP/ 344/35/68
 

Andykay

Active Member
Another thing i'd like to see. The ability to not open up supply bags automatically. This would be good for two reasons:

1) Your inventory would likely not fill quite as quickly in the short term

2) There is some debate as to the most effective way to get rewards from your packs, and allowing people to do it manually may help them.
 

Paardje101

Active Member
Stil getting the damn error when running to the supply vendor. At the path a few yard before the door he stops and gives this:
VG:ERROR:Movepath:CheckCollision returned True!
No LoS,Waiting for NPC Artificing Shaping Bench to return

Anyone know how to fix ?
 

2BoxingFiend

Active Member
The new version is much better as it now uses more tool quality actions.

I was parsing through craft-actionlogic.iss and I think if we start with High Quality + Low Progress first, then finish out the progress bar before utility kicks the bot would be able to push for grade A on moderate and difficult WO for those crafters heavily invested with tools and utility gears.

If I was to mod the code, how would I go about creating a patch so it doesn't get overwritten with the patcher.
 

nospoon

Active Member
I cant seem to update mine from .994 to 995, it is stuck in an endless patch loop. says "VGCraft update finished, re-run script"
I rerun it but it loops the same thing. Any insight?
 

Etain

Active Member
Paardje101 said:
Disabled the option "Use action store for Crafting AI" and everything runs smooth now, he uses the highest Progress Actions, doesn't use the low quality moderate progress action anymore and finishes work order nicely. Doing moderate work orders with grade C/B at lvl 14 artificer. 2000 AP/ 344/35/68
I'm the same level as you and these setting fail for me every time on moderate WO.

Problem Solving 162
Reason 135
Ingenunity 125
Finesse 166
Shaping 201
Sculpting Tool 149
Sculpting Util 40

Using all 7-10+ tools too.

Any ideas?
 

Xeon

Active Member
If I was to mod the code, how would I go about creating a patch so it doesn't get overwritten with the patcher.
If you create a <filename>.nopatch it won't patch that file

2BoxingFiend said:
I was parsing through craft-actionlogic.iss and I think if we start with High Quality + Low Progress first, then finish out the progress bar before utility kicks the bot would be able to push for grade A on moderate and difficult WO for those crafters heavily invested with tools and utility gears.
I was thinking about this and a better solution is to continue to have it use up the low Quality + high Progress steps first, but when it starts to use steps that have High Quality + Low Progress actions (and over +X amount on APLimit) then really bump testQuality (and maybe even lower testProgress).

So something like this:
Code:
	if (${userMaxQStop} < ${apLeft})
	{
		; If we have a moderate or higher Quality Action in this step
		if ${rateQual} >= 3
		{
			if (${userAPLimitStop} < (${testAPLimit} + 10))
			{
				; If we are far below the APLimit then PUMP Quality
				call MyOutput "VG:#1 High Quality Action in this step and way below APLimit"
				testProgress:Dec[1]
				testQuality:Inc[5]
			}
			elseif (${userAPLimitStop} < (${testAPLimit} + 5))
			{
				; If we are just a bit below the APLimit then push Quality
				call MyOutput "VG:#2 High Quality Action in this step and a bit below APLimit"
				testQuality:Inc[2]
			}
		}
 

Xeon

Active Member
Etain said:
Problem Solving 162
Reason 135
Ingenunity 125
Finesse 166
Shaping 201
Sculpting Tool 149
Sculpting Util 40
Your Reasoning is a bit low. I'd lower Finesse and raise Reasoning by 15 points

You Shaping skill is WAY TO HIGH! and your Utility skill is WAY TO LOW!

Keep this ratio 8/10/10 (Shaping/Tool/Utility)

Shaping should be at 95
Tools should be at 130
Utils should be at 130
 

thezig

Active Member
The AI seems to be ignoring my settings for maximum quality, provided that's how the MaxQ slider works. I have minimum quality set for 500 (B), and maximum set for 510, on 2500-AP items. Instead of stopping when it hits B grade, it'll continue to pump quality, which has caused it to fail several items because of extra complications popping up.

Edit: Also, the self-righteous bot hunters see the bot's use of /hail as an indication of botting. Would it be possible to have the program try the click mechanism a couple of times first, and if that doesn't work to then use hail? It would stop those bastards to like to stand between us and the vendor, too.
 

Xeon

Active Member
thezig said:
The AI seems to be ignoring my settings for maximum quality, provided that's how the MaxQ slider works. I have minimum quality set for 500 (B), and maximum set for 510, on 2500-AP items. Instead of stopping when it hits B grade, it'll continue to pump quality, which has caused it to fail several items because of extra complications popping up.
No, the MaxQ setting is used to LIMIT your Quality amount. If you are pumping Quality to high and thus running out of AP, then set MaxQ lower.
 

thezig

Active Member
Xeon said:
No, the MaxQ setting is used to LIMIT your Quality amount. If you are pumping Quality to high and thus running out of AP, then set MaxQ lower.
Right, that's what I'm saying. My MaxQ is at 510 (min at 500, so I get mostly Bs), and the program is continuing to use pure-quality steps even after it's reached that threshold. It's not a huge problem, but it does make it fail sometimes.
 

VGMan

Active Member
I've reinstalled and there is still a problem with it not selecting the fuel on blacksmith refining orders. Am I really the only one with this issue? It happens 100% of the time. It simply fills my 4 slots with the extras and forgets the fuel.

Also seems to lose settings etc too. Everything was fine prior to the last game patch and the isxvg + craftbot that followed. I had to reinstall the whole lavish engine etc to avoid a newly developed CTD and now it simply fails to get the fuel for this work order, despite the debug message saying fuel is needed.
 

Sarg01

Active Member
VGMan said:
I've reinstalled and there is still a problem with it not selecting the fuel on blacksmith refining orders. Am I really the only one with this issue? It happens 100% of the time. It simply fills my 4 slots with the extras and forgets the fuel.
For some reason, the script has never added my cleaners and solvents. I just turned on auto-table setup on to add the fuel and run it anyway.
 

VGMan

Active Member
Sarg01 said:
For some reason, the script has never added my cleaners and solvents. I just turned on auto-table setup on to add the fuel and run it anyway.
Yeah this used to work for me pre-patch although it did skip loading my water before. Now it just doesn't try to load the fuel gonna try to get it setup for the finishing chap and see if that helps.

Thing is, prior to the patch everything worked ok and I did have the beta version with the AI thats now gone live.

Also telling me the path is moving the endpoint despite me just having set it. If I click the path selection drop down ahving created one, each time I do it, another entry with the name of the path I've created is made, but with no data in it.

Basically for me, the whole thing is borked and this is with a clean install of everything except vanguard. I even updated my gfx driver!
 

gnits

Active Member
Ok, now i am totally fubared, it cant seem to complete anything in the 3000 ap range using the action store. not sure what is going on.
 

VGMan

Active Member
Ok it can't load my fuel for finishing orders as a blacksmith either. Whole thing is a trainwreck for me at the moment lol.

Interestingly I'm getting the same 'forgetting fuel' issue with vgcrafthelper. Anyone think what it could be? It all works fine manually... Is it because I'm only in my teens and it is assuming I have more slots than I do?
 

shorty606

Active Member
I don't find it very consistant at all either - I finish the settings with the sliders and it completes a batch nicely at A grades. The next batch W/O are then D grades, using the same settigs - it is all very odd to me. Also since the new version - the run paths have been a disaster - before it used to be able to return to artificer table after finding the taskmaster. Now it says it cant see the table and stops completely.
 

VGMan

Active Member
shorty606 said:
I don't find it very consistant at all either - I finish the settings with the sliders and it completes a batch nicely at A grades. The next batch W/O are then D grades, using the same settigs - it is all very odd to me. Also since the new version - the run paths have been a disaster - before it used to be able to return to artificer table after finding the taskmaster. Now it says it cant see the table and stops completely.
Yes new pathing logic is terrible as its checking line of site when it didn't before.

Anyone know if the old version is around anymore so I can downgrade?
 

VGMan

Active Member
fortgeorge said:
How do I get it to save my settings? It's not hard to redo them every time, just a bit inconvenient.
I think this is another bug in the new version. They are being persisted but they don't reload properly. Also there is a bug with saving paths, especially when you select them from the dropdown etc.

To get myself going again, I've downloaded the file available here. Opened the xml to force the version number to 0.999 to stop it being patched over, and to resolve the fact it won't load fuel for me, I've made one of my additions "Fuel" in the script.

I'm actually making stuff now. I think the recent releases got rushed out due to the patch, but actually most of them have been more of a hindrance than a help. The pathing was fine for me before, and as to the not loading of fuel, I have no idea whats happened, but its very annoying! The crafting AI is coming along though.
 

gnits

Active Member
In manual mode it would be nice to have an option that if i select the supplier that it auto buys what i need so i can do the running... even the taskmaster for that matter.
 

VGMan

Active Member
Ok worked out the problem with my fuel not being loaded. The script assumes you have autosetup table turned on for your work request. (It actually removes everything but the fuel rather than just adding in what it needs including fuel)

Thats one problem solved at any rate. The pathing is still better on the version I've downgraded to though as it doesn't do LOS calcs all the time.
 

irascible

Active Member
Can someone explain what exactly "Min Qual" is, and what the numbers represent for each bar? I've read the instructions, and searched the forums... no info that helps explain to everyone how to setup these bars other than guess work.

Thanks
 

Xeon

Active Member
R.t.fucking.m.

irascible said:
Can someone explain what exactly "Min Qual" is, and what the numbers represent for each bar? I've read the instructions, and searched the forums... no info that helps explain to everyone how to setup these bars other than guess work.
Hmm, now where could that info possibly be?

Would it be in the release thread? No. That would just be silly.

Could it be two pages back from this post? No. That would be too easy.

Now if the explanation does not make sense, then please ask questions... but saying there is no instructions just pisses me off.
 

Kazman420

Active Member
irascible said:
Can someone explain what exactly "Min Qual" is, and what the numbers represent for each bar? I've read the instructions, and searched the forums... no info that helps explain to everyone how to setup these bars other than guess work.

Thanks
You didn't search very hard... Multiple posts from Xeon in this very thread:

Xeon said:
There are four Extra Quality Control frames, one for each Action Point type of work order.

The APLimit slider is used to force the bot into progress only mode if you start getting low on Action Points. The lower the slider, the sooner Progress Only mode will kick in.

The MaxQ slider will limit the amount of Quality the bot will try to push. The higher the slider, the more Quality it will try to squeeze out.

** The APLimit always overrides the MaxQ so if you reach the Quality you wanted, but are ending up with AP left over, try raising the APLimit.

** If you are not getting the Quality you want, then raise the MaxQ slider and it will pump quality higher.

** If you are running out of AP, then lower the APLimit slider for that type of recipe.

Please let me know how this system works for you. Exact setups, with what exact step it used incorrectly, etc are what I need feedback on. Also, if you think the numbers are too low or the sequence of steps is out of wack, that would also help.
Xeon said:
So the logic behind the sliders is:

-- Min Quality --
If Quality is below this, then bump Quality priority.
Use this slider to set the Quality level at which it will put Progress as a slightly higher priority.

-- APLimit --
This is a ratio of AP left to # of steps left.
Use this slider to force the script to finish a recipe.
If you are not able to finish a recipe because of out of actions points, then lower this slider.
In general you want to keep this slider low, as it's better to finish a recipe with low Quality than fail it.
This is a hard limit, as once it reaches this ratio, Progress is king!

-- MaxQ --
This is the ratio of AP allowed in this stage to # of steps left.
Use this slider to allow the script to push Quality higher.
If you are finishing a recipe with lots of AP left over and low quality, then raise this slider.
In general you want to keep this slider about 10-20 points higher than your APLimit slider.
This is a softer limit, as once you reach this ratio, Quality priority is lowered and Progress priority is raised.
 

gnits

Active Member
i have a suspicion that the door logic and npc moving logic is conflicting... i noticed in it targanoor cause the utilities guy is behind a counter
and it also causes all kinds of collision issues, too
 
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