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

Status
Not open for further replies.

fortgeorge

Active Member
By the way this is a sweet ass plug-in, thanks for the time you have put into it Xeon. Do you have a donate button anywhere? Can't give much but I like to reward effort in some way. =)
 

Xeon

Active Member
fortgeorge said:
By the way this is a sweet ass plug-in, thanks for the time you have put into it Xeon. Do you have a donate button anywhere? Can't give much but I like to reward effort in some way. =)
Thanks for the offer, but I'd prefer donations be sent to Amadeus, as without his work the plugin wouldn't do anything :D


amadeusmq@yahoo.com
 

metallica5

Active Member
*EDIT* I should rephrase this...so now that the work order NPC's wander aimlessly, is there anything in the script that will change to find the NPCs if they've wandered far? Pathing around obstacles seems like it's going to suck

I suppose the easiest way would be to find the crafting area that has the smallest obstruction from trees or buildings etc... I like Tawar Galan (Kojan) just because its a safe place to autobot, won't get ganked and barely anyone there, though there is a problem with NPCs liking to walk through the trees...
 

jakob

Active Member
I think there might be a big with the AP limit in the latest patch. I got my AP limit to 100 (max), Min Qual and max above 80... and still the bot creates B items.. with AP left when finnished.. Worked better one or two hours ago, but i think there was some kind of fix/patch since then, since my game crashed? If not, do anyone else know why my bot doesn't create grade A items? Any suggestions for settings?

Thanks
// jakob
 

toolz2

Active Member
Making new path

When i try to make new path now it tells me to target WO NPC first and i have my NPC targeted anyone else seen this issue and if so any pointers what to do. looked all over boards and have not seen this issue if its been posted plz might i get a pointer on where to find it
 

Xeon

Active Member
Paardje101 said:
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 ?
Ok, try to force an update: runscript vgcraftbot 1

I added a check to see if there was a DOOR point and if so, not do collision detection there.

Be sure that there is a DOOR point exactly on either side of the door.

Also be sure to path exactly to Line of Sight for the NPCs or else it will kick back collision errors.
 

robomonkey

Active Member
toolz2 said:
When i try to make new path now it tells me to target WO NPC first and i have my NPC targeted anyone else seen this issue and if so any pointers what to do. looked all over boards and have not seen this issue if its been posted plz might i get a pointer on where to find it
Strange but I am getting a similar issue where I cannot select the Work Order NPC while creating a new path. I get the crafting station without a hitch, but interestingly enough I can select and highlight every other NPC but the taskmaster.
 

irascible

Active Member
robomonkey said:
Strange but I am getting a similar issue where I cannot select the Work Order NPC while creating a new path. I get the crafting station without a hitch, but interestingly enough I can select and highlight every other NPC but the taskmaster.
I'm having the same problem... can't select WO npc, keeps saying "VG: Select a Work Order NPC first!".
 

irascible

Active Member
irascible said:
I'm having the same problem... can't select WO npc, keeps saying "VG: Select a Work Order NPC first!".
I found the problem; here is the fix...

line 491 in file craft-uilogic.iss
Code:
if ( ${Me.Target.Type.Find[NPC]} || ${Me.Target.Type.Find[Merchant]})
Change to
Code:
if ( ${Me.Target.Type.Find[NPC]} || ${Me.Target.Type.Find[TaskMaster]})
enjoy
 

jakob

Active Member
jakob said:
I think there might be a big with the AP limit in the latest patch. I got my AP limit to 100 (max), Min Qual and max above 80... and still the bot creates B items.. with AP left when finnished.. Worked better one or two hours ago, but i think there was some kind of fix/patch since then, since my game crashed? If not, do anyone else know why my bot doesn't create grade A items? Any suggestions for settings?

Thanks
// jakob
Does anyone have setting to share? I almost never get full batches with easy WOs...atm im at 737/77/75.. keep doing grade B or Grade B mixed with A... almost allways AP left over... tried to raise APlimit to 100 before... didn't work either. Please help me on thisone..
 

icepick099

Active Member
One performance issue:
Add more of the "default ingredients" on table setup.

An older version (.992 I think) used to add two of some of the default ingredients. This new version doesn't. I run out of cleaner/solvent when the bot tries to push quality using those utilities very often, about 1/3 combines fail for this reason. This is on easy WOs where the quality "could" be pushed with tools just as easily.

I don't mind blowing through a stack of ingredients per combine. But I do mind when it needlessly uses all of them up and fails on combines that are very simple.
 

spudman

Active Member
missing tool

I've been having issues with it not switching toolbelts properly. Not sure if it's just my BS, but I didn't get this on any of my other crafters. It seems to be after it switches toolbelts once to fix a complication, then it doesn't switch back to the original toolbelt when it needs to. It just sits there spamming..."Missing Tool of Type: Hammer".

I play on other comp and usually notice it fairly soon and manually switch toolbelts and then it takes off again. Anyone else getting something similar?
 

icepick099

Active Member
Another issue I see is that on T5 stuff, the bot pushes quality to 100%... and invariably runs out of AP before it can finish.

My settings for 3500 are:
MinQ = 255
APLimit = 51
MaxQ = 54

My understanding is that the script is supposed to stop pushing quality @ 54. But, it uses up utilities until quality is at 100% and then pushes progress. Or when my AP is under 51%, it pushes progress only. But it just pushes quality to 100 first.

And I already did runscript VGCraftBot 1 to get the latest/greatest.
 

VGMan

Active Member
I think there are still errors with creating paths. Getting lots of errors in the debug log :

VG: Error path is missing an end station
VG: Error, path NULL is not loaded

I just created the path using the method I always have and now get all this... It ignores my mid points now, and just trys to run direct to all stations/npcs into walls etc looking really dodgey! This only works if I create the path in the same run. If I try to load a persisted path it doesn't update the craft station name etc, they are all left as NONE. If I then try to delete the last entry, it isn't deleted, but the dropdown gets a dupelicate entry of the name of the one I tried to select. If I then select that another dupe is added.

Additionally, it persists min qual, aplimit & etc settings for quality level 2000 (they are in the xml), but they are not loaded on startup.


I can't be the only one with these issues? Or is everyone using old paths they made a few versions ago?

edit : further info on creating new path problems. I think it may be connected to not having set work order diff etc before trying to create a path.
 

Tim

Active Member
Ive been having ALOT of different pathing problems with the new updates after the taskmaster patch, the one I currently have is after ive waited for my taskmaster to come, once he shows sometimes It doesnt Hail him and just keeps standing there, Made a new path and got that one to work, but now after ive taken 3 new work orders my toon just stands there and it says "VG: No LoS, Waiting for outfitter material bench to return"

Any ideas?

plus, is there any way to remove the sell part of the script? I mean is there any way to like just save all of the Supply kits/pouches/packs without opening em?

Tim
 

gnits

Active Member
Xeon,

I hope there is still some major work being done. Some things still do not consistently work. Travel, action selection, etc.
 

gnits

Active Member
Ok, i give up, this collision logic is really fubar. I cant get it to move in confined space any more... it always collides. Then the LOS issues.
 

DrmChld

Active Member
Can't select WO NPC?

I am testing out 995, when trying to create a new path in SW, I am targetting the Finishing Taskmaster and click the Add WO NPC button and it is responding with

Select a Work Order NPC First.
 

gp1001

Active Member
gnits said:
Ok, i give up, this collision logic is really fubar. I cant get it to move in confined space any more... it always collides. Then the LOS issues.
The Pathing portion of the script needs some major work... that is whyi use it on manual. I go and get all the supplies and work orders. I have tried to setup a path as stated in the instructions and it always looks bot like pathing back and forth and such. Until the pathing gets a hard workover i will stay on manual.
 

gnits

Active Member
gp1001 said:
The Pathing portion of the script needs some major work... that is whyi use it on manual. I go and get all the supplies and work orders. I have tried to setup a path as stated in the instructions and it always looks bot like pathing back and forth and such. Until the pathing gets a hard workover i will stay on manual.
Well, manual has worked very well, and with batches i dont have to baby sit it too closely.
 

Xeon

Active Member
version 0.996 released

Code:
* Version 0.996 -- April 1st, 2007
	Option to Turn off Hail of Work Order Taskmaster
	Option to NOT open look packs
	Fix for not able to target Work Order Taskmaster
	Additional check for pathing collisions
	Extra Table Ingredients now in Items tab
 

Xeon

Active Member
Tim said:
Made a new path and got that one to work, but now after ive taken 3 new work orders my toon just stands there and it says "VG: No LoS, Waiting for outfitter material bench to return"
Make sure that your last Add Point is right in front of your crafting table.

Also make sure that Follow Exact Path is checked.
 

Tiamtt07

Active Member
The bot, don t load extra ingredients for complications.

Also will be great to hace a check box and select if you want the bot to auto buy, auto return and get orders. Some times I aly want to supervise him and do the buy and select order manually.

Thanks
 

Crassocracy

Active Member
I've run into some problems as well but overall the bot is great.

-Atleast in Martok, I can set up a whole path from the crafting station to the wandering WO and then the supplier (who is in a house which is considered a "zone";i.e. The Tool Shed) but once I start the bot my toon runs in front of the tool shed out the LoS of both the WO and Craftstation. If I manually make my toon run to the WO then it works fine up to the point when I once again have to head to the supplier where I start looping once I get to the "Tool Shed". Also since there is another craftingstation right outside of the suppliers shed my toon will target that one instead of the original. Other than in Martok, the bot works well.
 

DethSabr

Active Member
Is there any way to force MaxQ to be enforced?

The script works perfectly until it starts pushing quality to 100% (and sometimes beyond) prematurely. I set MaxQ to 76 and Min to 503. I have set the middle slidder to a whole range of values, but i can not seem to get MaxQ to stop pushing quality..

Only other suggestion i have is to add some random wait in between an end of a combine and the start of a combine. This has been a method of choice of finding the 'non-moving' botters out there.
 

thezig

Active Member
Love the new version, Xeon.

A couple of things:

The bot crashed on me this morning when it attempted to call the "StopBot" function, which apparently doesn't exist.

Code:
No 'StopBot' function found in script
Call failed
Dumping script stack
--------------------
-->D:/Program Files/InnerSpace/Scripts/./vgcraft/craft-autorespond.iss:239 AutoRespond() call StopBot
D:/Program Files/InnerSpace/Scripts/vgcraftbot.iss:590 VG_OnIncomingText() call AutoRespond "${Text}" "${ChannelNumber}"
Also, a small request. It'd be nice if the bot, when NOT running full auto, could automatically do non-WO recipes over and over, just as it'll keep doing the selected WO recipe until it makes all the items.
 

Xeon

Active Member
DethSabr said:
Is there any way to force MaxQ to be enforced?

The script works perfectly until it starts pushing quality to 100% (and sometimes beyond) prematurely. I set MaxQ to 76 and Min to 503. I have set the middle slidder to a whole range of values, but i can not seem to get MaxQ to stop pushing quality..

Only other suggestion i have is to add some random wait in between an end of a combine and the start of a combine. This has been a method of choice of finding the 'non-moving' botters out there.
If you want it to stop pumping Quality, just lower the MaxQ slider.
 

Xeon

Active Member
thezig said:
The bot crashed on me this morning when it attempted to call the "StopBot" function, which apparently doesn't exist.
If you force an update, that's now fixed

runscript vgcraftbot 1
 

thezig

Active Member
Xeon said:
If you want it to stop pumping Quality, just lower the MaxQ slider.
The problem is that this feature doesn't seem to work properly. It's not *forcing* the program to stop doing quality. If MaxQ is set to 50, I would expect it to never ever use a pure quality or partial quality action once quality hits 50, unless a comp lowers it.

What's happening is that I can set minQ to 50 and MaxQ to 75, and the program will almost always pump quality to 100 when it thinks there's enough AP. The problem is that often times there *is* enough AP (determined by APLimit), but a comp or two in later stages can cause the item to fail entirely, since the program spent all the AP on quality and has none to spare at the end.

Also, another little bug I noticed that's been around for awhile is that when you start up the bot and hit run, it'll always go to the WO npc and get new work orders, even if it has to abandon ones you've already got that are the right type. This doesn't happen when you pause and resume, but it does if you quit it entirely and restart.
 

Xeon

Active Member
thezig said:
The problem is that this feature doesn't seem to work properly. It's not *forcing* the program to stop doing quality. If MaxQ is set to 50, I would expect it to never ever use a pure quality or partial quality action once quality hits 50, unless a comp lowers it.

What's happening is that I can set minQ to 50 and MaxQ to 75, and the program will almost always pump quality to 100 when it thinks there's enough AP. The problem is that often times there *is* enough AP (determined by APLimit), but a comp or two in later stages can cause the item to fail entirely, since the program spent all the AP on quality and has none to spare at the end.
I obviously need to rename that slider, because it's a ratio computed internaly, based on the Quality vs # of steps left to do/AP left.

The slider value has NOTHING to do with an actual Quality number.

So, like I said, LOWER THE SLIDER and it will stop pumping Quality. Don't get stuck on the numbers, just push it lower until it stops pumping Quality at the right spot.
 

Tim

Active Member
stopped working for me now after the patch today, It just stands there as the taskmasters walk right through him... :( Mustve tried 50 paths so far:)
 

duken666

Active Member
same here. the bot just stands infront of the taskmaster and does nothing... he wont take any new WO nor hand in the completed ones. Any idea why?
 

Xeon

Active Member
duken666 said:
same here. the bot just stands infront of the taskmaster and does nothing... he wont take any new WO nor hand in the completed ones. Any idea why?
ok, found and fixed. You will need to force an update:

runscript vgcraftbot 1

Then run the script as usual and it should work now.
 

robomonkey

Active Member
Tim said:
stopped working for me now after the patch today, It just stands there as the taskmasters walk right through him... :( Mustve tried 50 paths so far:)
Same situation here, even cleaned out the profiles and started fresh. Still with the same result.

Although I do have to say... it is an impressive application, and definitely a "Thank you." is in order. Keep up the great work!
 

metallica5

Active Member
So is anyone able to autobot freely now and have no trouble with pathing to and from roaming taskmasters? If so, where do you bot and how did you make your path cuz this isn't easy anymore :(


<3 to the makers though, before the stupid roaming taskmasters I got from level 11 to 22 in about 8-9 days :)
 

Xeon

Active Member
metallica5 said:
So is anyone able to autobot freely now and have no trouble with pathing to and from roaming taskmasters? If so, where do you bot and how did you make your path cuz this isn't easy anymore :(
Yeah, it's harder, but you can do it:

Find a spot that has decent access to the roaming task master. I recommend somewhere close to something else (like a supply vendor, quest NPC, mailbox, etc) where you can stand around and wait without sticking out like a sore thumb.
Pick that spot as the last in the Add Point sequence from the Crafting Station to the Work Order NPC. Then continue the path as usual (Supply NPC, end crafting station, etc).

The script will just wait there for the Taskmaster to wander within range, then move to it and do all the other junk.
 

fortgeorge

Active Member
Yeah, it took me 3 days to get from 3-18, lol

And that was babysitting it a bit while I worked out the sliders and such, getting to know the program.

It's awesome and worth the ISX subscription by its self. It's why I donated as well.

P.S. I like the macro alot, in case anyone missed that. =P
 

metallica5

Active Member
Xeon said:
Yeah, it's harder, but you can do it:

Find a spot that has decent access to the roaming task master. I recommend somewhere close to something else (like a supply vendor, quest NPC, mailbox, etc) where you can stand around and wait without sticking out like a sore thumb.
Pick that spot as the last in the Add Point sequence from the Crafting Station to the Work Order NPC. Then continue the path as usual (Supply NPC, end crafting station, etc).

The script will just wait there for the Taskmaster to wander within range, then move to it and do all the other junk.

Unfortunately the best place for me to do it (Kojan) is in Tawar Galan. The taskmasters are also the suppliers... any ideas? If I just added the points that taskmaster walked in (cuz its not really random) and sorta made a huge path would it target her anywhere along the path or would it wait til it got to the end?
 

Crassocracy

Active Member
If there was an option to sit in one spot (like for the WO) and wait for the wandering supplier/WO then hail them like for the WO then that should fix it me thinks.

Thanks for the update tonight Xeon.
 

Theras

Active Member
After this latest patch tonight it keeps trying to, randomly, make its own path. It'll try to run through walls instead of following my path.. or through things instead of taking my path.. etc.

not sure why.

also

if i pick work orders it will always go back and try to delete them and get its own..

all of my settings are correct and have not changed. I was botting and then stopped. then i went out for a few hours and came back and it patched..and not it doesnt work very well heh..
 

aChallenged1

Active Member
Taskmasters, it doesn't connect

I tried setting up a path for this script, but when I started it (Yes, I saved it and it showed as saved) it just stood there. It did not even face the taskmaster.

Lots of things I like about the way this one is set up, but I'm having to stick with helper and grab my WOs manually and let the program do the shit work.
 

DominionZ

Active Member
Love the bot so far. Only problem i've had with it is getting it to consistantly get the quality i want but it's not to bad. The only thing i've noticed since the update is the "AI" button is gone. Now the bot wastes AP all the time. For instance if there's only 5% left in say a forging step it wastes 100ap instead of using the cheap 50ap. Also when doing quality, if the utility step is 3rd it'll try pumping quality using the tool step which is less efficient.
 

metallica5

Active Member
metallica5 said:
Unfortunately the best place for me to do it (Kojan) is in Tawar Galan. The taskmasters are also the suppliers... any ideas? If I just added the points that taskmaster walked in (cuz its not really random) and sorta made a huge path would it target her anywhere along the path or would it wait til it got to the end?
Ahh it seems the taskmaster actually paths within range of the bench so I can just stand there and wait for him, very nice. :)
 

metallica5

Active Member
metallica5 said:
Ahh it seems the taskmaster actually paths within range of the bench so I can just stand there and wait for him, very nice. :)
Hmm is it possible to get rid of that "stuck in path loop: pausing" code? It keeps doing that while I wait for the taskmaster to walk by :)
 

milamber

Active Member
What's the best way of getting the bot to where you wanna stand next to the crafting station? because sometimes he stops just out of range, and it tries to move.. but since last update it just moves the camera angle and not itself.. and then pauses after a while.
 

milamber

Active Member
Is there any "generally" good ratio setting for doing C at least, and better if possible?

It seems that on some recipes, it only does D grade and on others it gets to C-B...
 

thezig

Active Member
milamber said:
What's the best way of getting the bot to where you wanna stand next to the crafting station? because sometimes he stops just out of range, and it tries to move.. but since last update it just moves the camera angle and not itself.. and then pauses after a while.
On the return trip from the supplier, set your last waypoint close to the *far* end of the station from the direction you're running. The bot likes to stop short of the last point before trying to access the station, so just set the last point a little bit further so it runs more before stopping to craft.
 

fortgeorge

Active Member
Sweet, pathing is working perfectly, now to get to adjusting the sliders for C's. =)

This is odd, I get great C's(like middle to two-thirds) for 1 or 2 batches, then I will get D's for all on one batch. Not sure why, it's like it reacts differently to different recipes. *shrug*
 

fortgeorge

Active Member
Think I have a problem, v. easy is the 2000 one right? Or is that the 3500? Cause I clicked Moderate(I'm only doing moderate) and set my settings and every time it start a new BATCH I'm having to adjust everything all over. Trying to figure out which one is 2000 since I had a specific formula for that before that worked pretty good.
 

gp1001

Active Member
Missing Tools?

Is anyone else getting the missing tool message?
I have all the tools I need in both toolbelts but it doesnt want to switch belts to get the proper tool.
 

Xeon

Active Member
Version 0.998 released

Code:
 * Version 0.998 -- April 3rd, 2007
	Initial release of non Work Order recipe crafting
You can now do non work order recipes. Just select the recipe from the drop down list, select the Action # you want it to do in the 1st stage, how many times you want it to do that recipe, the work station and let it go.

It will NOT run to the supplier if you are low on ingredients, it just pauses.

Let me know if there are any issues or problems with the new tab.
 

Smyrk

Active Member
As I noted in VGCraftHelper, Xeon, some recipes have 2 steps in the first stage where there are multiple choices. You may want to look at adding a second action selection to handle those cases... Gem Sample Refining comes to mind as one to look at for testing.
 

Theras

Active Member
So far it is working great. Doing my heavy armor decons just fine!

One request though (I always have requests, sorry!)..
Please have a space where we can select a dust item to use (ie powder of Virtue) so we can pump out stacks of production ready ores and skins and bales etc.
 

Xeon

Active Member
Smyrk said:
As I noted in VGCraftHelper, Xeon, some recipes have 2 steps in the first stage where there are multiple choices. You may want to look at adding a second action selection to handle those cases... Gem Sample Refining comes to mind as one to look at for testing.
Yes, there are check boxes for a Two Step in the 1st stage
 

Xeon

Active Member
Theras said:
So far it is working great. Doing my heavy armor decons just fine!

One request though (I always have requests, sorry!)..
Please have a space where we can select a dust item to use (ie powder of Virtue) so we can pump out stacks of production ready ores and skins and bales etc.
The problem is that ISXVG has no way of using the Attunment Icon when it pops up. Unless there is a /craftingselect command for it?
 

csyxceven

Active Member
the newest version keeps pausing, saying VG:WARNING, Out of FUEL! after starting a WO and doing one item in the order...then i have to select the WO again and resume, but it will just pause again. & there is no way i am even close to being out of fuel. all 3 of my work orders use the same thing and i have 20 stacks of it.

anyway to turn that alert off, so it does not pause anymore?
 

Xeon

Active Member
csyxceven said:
the newest version keeps pausing, saying VG:WARNING, Out of FUEL! after starting a WO and doing one item in the order...then i have to select the WO again and resume, but it will just pause again. & there is no way i am even close to being out of fuel. all 3 of my work orders use the same thing and i have 20 stacks of it.

anyway to turn that alert off, so it does not pause anymore?
In the craft-item.iss file around line 177, change to this:
Code:
amountNeeded:Set[${Math.Calc[10*${Refining.Recipe[${TaskMaster[Crafting].CurrentWorkOrder[${woCount}]}].NumUses}]}]
It used to be a 25*
 

Theras

Active Member
Xeon said:
The problem is that ISXVG has no way of using the Attunment Icon when it pops up. Unless there is a /craftingselect command for it?
There is not.

How about a way to still have it add a catalyst/dust at table setup auto and then a check box for "pause after stage X" so we can set it to pause after a certain stage and add the item manually?

Or am i just being too lazy? =)

..and a faction grind mode would be great too. PS I love you. want a pizza?
 

Theras

Active Member
I'm also getting the same error. It's weird. It worked fine when I was deconning armor earlier and now I've switched to something a lot easier and i'm getting the out of fuel message. I even tried lowering it to 10* like you said, and then 5* ..and still the same issue.

also,

after going from the refining workbench to the finishing I only saw the recipe list for refining and couldn't tell it to automatically do finishing things. Quitting out using the quit button and coming back in didnt fix this. doing endscript vgcraftbot and then runscript worked, though.
 

wyteknukkel

Active Member
Xeon said:
The problem is that ISXVG has no way of using the Attunment Icon when it pops up. Unless there is a /craftingselect command for it?

/craftingaddsecondary is what I've been using in my macros - first line in every action in fact - so I'd never miss dropping in a dust.
 

wyteknukkel

Active Member
Is there something new to the quality sliders? I can't seem to get any consistency from them now, either way over-pumping quality & failing due to low ap-, or way under quality & leaving beaucoup unused ap. I've adjusted up and down incrementally, keeping sliders within about a 20 point spread across the spectrum & cant seem to even complete an easy set - let alone a Batch. Someone who's got it working wanna share their settings?
 

thezig

Active Member
wyteknukkel said:
Is there something new to the quality sliders? I can't seem to get any consistency from them now, either way over-pumping quality & failing due to low ap-, or way under quality & leaving beaucoup unused ap. I've adjusted up and down incrementally, keeping sliders within about a 20 point spread across the spectrum & cant seem to even complete an easy set - let alone a Batch. Someone who's got it working wanna share their settings?
Here's my settings. Note that I do only easy and moderate WOs, and my gear is as up-to-date as I can make it.

Easy:
MinQ: 510
Prog: 55
QualRatio: 75

For moderate I use 260, 50, 50.

This gets me all As on easy orders (maybe a rare B if it's an high-end easy), and about 80% B on moderates. Items are failed occasionally, but it's not common and I have yet to fail a whole WO due to it.
 

spudman

Active Member
gp1001 said:
Is anyone else getting the missing tool message?
I have all the tools I need in both toolbelts but it doesnt want to switch belts to get the proper tool.
Yep, was still getting it last night on my BlackSmith, but not on my other tailor or carpenter. It's always the hammer that's missing and it's usually after it has already switched to my 2ndary toolbelt for some reason. I had mentioned this before, guess I'll turn on debug and see if says something specific that may help. I usually just notice the lack of noise from my other machine and then manually switch toolbelts and it takes off again.
 

Xeon

Active Member
wyteknukkel said:
/craftingaddsecondary is what I've been using in my macros - first line in every action in fact - so I'd never miss dropping in a dust.
Ahah! Perfect!
 

Xeon

Active Member
wyteknukkel said:
Is there something new to the quality sliders? I can't seem to get any consistency from them now, either way over-pumping quality & failing due to low ap-, or way under quality & leaving beaucoup unused ap. I've adjusted up and down incrementally, keeping sliders within about a 20 point spread across the spectrum & cant seem to even complete an easy set - let alone a Batch. Someone who's got it working wanna share their settings?
No, but I'm really not happy with them. There must be some way to allow users to adjust the aggressiveness that remains constant based on the difficulty of the work order.

Part of the problem is that if you have the Quality material step early on, it's hard to judge just how much AP you'll need to finish VS a recipe that has the Quality material step late, where it's much easier to figure out.

I've also noticed that there are "harder" and "easier" work orders within a group. So for example, I get Moderate work orders that are 3000 AP and Moderate work orders that are 3500 AP. I think I may go back to the sliders using the AP instead of the "name" of the difficulty.
 

Theras

Active Member
Randomly while trying to path from point A to point B to point C to point d it will defer from the set path and attempt to run from Point A to Point D, causing it to almost always have a close encounter with a wall or other object.
 

fortgeorge

Active Member
Theras said:
Randomly while trying to path from point A to point B to point C to point d it will defer from the set path and attempt to run from Point A to Point D, causing it to almost always have a close encounter with a wall or other object.
Mine has done that, but only once, it ran for 4 hours before it happened. I quit the program and restarted at the refining table and it went fine again for 2 hours until I logged. I semi-attend it, I watch movies, do chores, read, etc while it goes. It's awesome, I'm like a fanboi for vgcraftbot now. :rolleyes:
 

aChallenged1

Active Member
Possible Idea

Possible idea:

Make it quality goal oriented for each stage. 1/3 of full quality done in each section forcing it to move on to the next when it hits that portion of final quality. Example: I want to create items of quality 75. At the first stage where it can do quality it works it to 25 and forces it to advance to the next stage. Stage 2 it pumps to 50, then pushes to stage 3. Stage 3 it brings it to 75 and IF it has > xAP then push progression until one more step will end it and then do a few more qual pushes, stopping before it goes below 150 and then progress to finish and end that cycle.

I do not know how hard that would be to do; I just know it is possible.
 

MstrGareth

Active Member
If your looking to find the "perfect" way to handle each item it will require a lot of work and data to arrive at any accurate decision.

An idea I have been kicking around is saving a "best method" for each pattern of a combine. Instead of recipe or generic handling (recipe is to large a field, and generic is too small), use a database to store intended methods of handling for each phase/step/action combination that can be presented to a crafter.

Might or might not work, just an idea.
 
Status
Not open for further replies.
Top Bottom