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

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Xeon

Active Member
MstrGareth said:
nm :)

Restarted computer and all worked well.
Actually there is a problem with how I handle updating the field. Your cursor has to leave the field you are editing before it saves it. So just click into the other edit box and it will work correctly.
 

djvj

Active Member
I'm having an issue where the bot just sits there after i select my path and press start. Tried restarting the game, and using endscript and runscipt again. Made a new path, nothing. This happened after I tried using the recipe tab. Also tried forcing an update.

edit: deleting the vgcraft settings xml and setting up a new one fixed it. Something got screwed up it seems....Anybody else have this happen?
 

Xeon

Active Member
djvj said:
I'm having an issue where the bot just sits there after i select my path and press start. Tried restarting the game, and using endscript and runscipt again. Made a new path, nothing. This happened after I tried using the recipe tab. Also tried forcing an update.

edit: deleting the vgcraft settings xml and setting up a new one fixed it. Something got screwed up it seems....Anybody else have this happen?
Next time just check the Options tab... it unchecks 'full auto' when you check the recipe box
 

Etain

Active Member
I wish there was an option to abandon and reget a WO if you don't have all Class A results.

Doing this by hand gets you another 15-20% per an hour worth of exp. Plus the nice chance of a recipe drop 20th+!

This alone would be worth the coding effort.
 

Tailormade

Active Member
attended semi-botting.

I apologize in advance if there is a doc that I have missed that would show me how to do this.

I don't want my toon to move around, just to do the WO's when I get supplies and jobs. How do I set it up so that it will not try to move, and will do that jobs ( and keep doing them till they are all done) without setting up a path?

I thought I had it, but it still needs me to select the recipe, and then often it stops after one run through and tells me I am out of fuel (I don't use fuel, and have stacks and stacks of all needed utilities.)


TM
 

thezig

Active Member
Etain said:
I wish there was an option to abandon and reget a WO if you don't have all Class A results.

Doing this by hand gets you another 15-20% per an hour worth of exp. Plus the nice chance of a recipe drop 20th+!

This alone would be worth the coding effort.
They changed the way that works recently. If you abandon a work order, you will lose any items already made for it, which makes it impractical to redo the order just to get A-grade when you could just as easily finish it and grab a new one.

If you're not getting enough A-grade results, you should adjust your sliders.
 

icepick099

Active Member
Is there a more definitive...um... definition of how these sliders work. I was doing very easy / trivial single combines for boat parts. I would finish with 1500+ AP and B grades. I tried moving min quality up to 900+... no difference.

From what I can tell... the higher that progress slider is, the less likely it is supposed to push progress over quality.

And the higher the quality slider is, it is supposed to push quality more.

Well, I'll be damned if I can figure out what it is doing. Or maybe trivial combines don't use any "sliders" and just runs however it wants. I figured it would use the very easy settings, but maybe not.

From what I could see, in some cases, it wouldn't push quality until progress was at 66% (assuming it was a one-button stage). But, if the first progress click gets you 50% and the second progress gets you 100%... you never push quality ever. And the script likes to rely heavily on utilities to push quality.

So, does "min quality" do anything? Because from what I can see, that slider appears ignored. Setting it to 750 or 900 or 1000 made no difference on the outcome.

I've also seen other issues where it seems like it uses the "moderate settings" for easy WO. Changing the sliders on easy have no effect sometimes, but changing moderate will.

And yes, I've done runscript VGcraftbot 1
 

thezig

Active Member
Found a minor bug with the non-WO recipe script. I was having it make some items for me and it kept throwing this up in the console:

Code:
Calculation failed on '(${apLeft} / ${Refining.OrigActionPointsAvail}) * 100'
Divide by zero in calculation
It didn't seem to affect the actual crafting, as it completed things just as I wanted it to, but I thought I should post it up here.

Also, does the AI apply difficulty-level settings to non-WO crafting jobs? It seemed to do well enough for my purposes, but I had it doing super-trivial items.
 

jakob

Active Member
I've found out what appears to be a major bug (?)

When I grind WOs, i sometimes get the opportunity to add extra resources to enhence the quality of the product. The bot doesn't seem to know how to handle this, it just stop craft and nothing more happens... no error message, no messege at all, not even the "going to sleep" message. I think it has to do with that it can't choose what action to use.

Not sure, but it looks kinda serious to me, if there's any easy solution =) please let me know!

Add: I must say that im also experiencing more crashes now than before.. VG shuts down, bot stop crafting, the pathing doesn't work correctly sometimes etc. It's allmost impossible to keep the bot running for more than 1-2 hours it seems to me.. before i could keep it running for episodes of 8 hours, without any trouble..
 

Xeon

Active Member
jakob said:
I've found out what appears to be a major bug (?)

When I grind WOs, i sometimes get the opportunity to add extra resources to enhence the quality of the product. The bot doesn't seem to know how to handle this, it just stop craft and nothing more happens... no error message, no messege at all, not even the "going to sleep" message. I think it has to do with that it can't choose what action to use.

Not sure, but it looks kinda serious to me, if there's any easy solution =) please let me know!
EDIT:

Oh, I totally missed what you were saying. Yes, it handles that just fine, it will choose to use the supplied material on Work Orders and will use your Material when doing non work order recipes.
 

jakob

Active Member
I checked this more closly now. The bot actually can handle this, it chooses "supplied resources" over "refined resources" by it self. There is no additional text in the chatbox when it does this. This doesn't seem to be the problem after all, i thought so since it stopped crafting at the first step, which usually is to choose between own resources or the supplied ones.. Any clue about whta this might be as it doesn't seem to have to do with the supplied/refined resources?
 

Xeon

Active Member
jakob said:
I checked this more closly now. The bot actually can handle this, it chooses "supplied resources" over "refined resources" by it self. There is no additional text in the chatbox when it does this. This doesn't seem to be the problem after all, i thought so since it stopped crafting at the first step, which usually is to choose between own resources or the supplied ones.. Any clue about whta this might be as it doesn't seem to have to do with the supplied/refined resources?
Do you have 'Pause to allow Table Setup' checked?

Otherwise turn on the 'Debug' button and see what it spits out
 

icepick099

Active Member
Any chance there can be a hard-limit quality value added to the UI/script? If quality > 75, progress only?

Doesn't matter where those sliders are set, it will sometimes run to 65% and finish with 800 points or it will run to 100% quality and fail. And if there is a happy spot to put the sliders, it will change with every recipe.

I think for performance purposes, a "real" MaxQuality number would increase efficiency. From what I can see, the exp/combine doesn't change if you go much past 75% anyway. Might as well just zerg progress till completion at that point.

In an earlier version of the script (pre-sliders, pre-craftingaction makeover), I added in something for stage2 and stage 3 that would simply check if quality was > 75 and would direct the script off the quality paths and unto the progress paths. But, with every new release, the script is getting far more complicated for my meager skills. However, I did find that my exp/hr was much higher with this method.
 

Xeon

Active Member
icepick099 said:
Any chance there can be a hard-limit quality value added to the UI/script? If quality > 75, progress only?
Yeah, that is what the Qual Ratio slider is supposed to do, but it doesn't seem to be working like I wanted it to.

Once I finish the new LavishNav pathing code, I'll revisit the AI again and try to clean it up.

Thanks for the feedback!

Also, all crafters should take a look at this link and spreadsheet:

http://www.vanguardcrafters.com/forum/showthread.php?t=22357
 

icepick099

Active Member
I am getting an error while doing workorders saying it is out of fuel. However I have plenty left.
What I've been doing for a couple weeks is opening VGCraftBot.iss in a text editor, and searching for "supplyneeded" (don't match case).

I comment out all calls to that function (place a ; in front of it). There was some new one added that is in an if/else clause. I comment out that entire if/else.

It runs freely once you click the first WO recipe until either A) you run out of WO or B) you run out of ingredients

Of course, after every update, you'd have to re-comment that stuff out. But, its a minor inconvenience.

And thanks for the reply, Xeon.
 

Xeon

Active Member
icepick099 said:
What I've been doing for a couple weeks is opening VGCraftBot.iss in a text editor, and searching for "supplyneeded" (don't match case).
More than likely it's the extras that you are low on. I'll add some extra code so that it tells you what Supplies it thinks it needs more of.
 

icepick099

Active Member
More than likely it's the extras that you are low on.
Well the problem is two-fold. Some recipes claim that they need utilities that they never use. I know treatment is on recipe requirement list for outfitters, but is never used. So, if the player doesn't keep X stacks of treatment glued into their inventory, taking up all that extra space, they can't craft.

Another problem is as you level, you start to need a LOT of utilties.

I think outfitters need:
Cleaner, Solvent, Cure, Softener + adhesive, bandages, water, and the non-used treatment.

I think blacksmiths wind up needing:
Fuel, Oil, Emery, Flux, adhesive, bandages water, solvent (for decons) and non-used treatment.

The fact that 10 or so (maybe less now?) are used for utilities that are never consumed, (which is not the scripts fault at all), it can massacre your inventory and plenty of times I see that the script spends more time running to and fro and getting utilities bought and it screams BOT with how often this happens.

I've been running the script so I can pick the WO I want (which surprisingly helps out exp/hr a lot). So, I just turn off the supplyneeded check because it only interferes. Hence why I recommended the "check box for checking supplies" or even better, if "Full Automatic = OFF then don't check supplies" - at least that is just my opinion.

But, the quality hard limit is a bigger recommendation anyway. And I think once that is in, the weird AI results I've seen might disappear a little since the bot will not waste all that time/AP getting quality to 100% if its just limited to 75% or 50%

Oh, before I forget... if you are doing Trivials, what slider setting set is it looking at? Very Easy? That "repeat non-WO recipe" thing is great, but I don't know how to control the settings with it since if I'm making a ton of the same item that is 10+ levels below, it makes C/B just as often as A.

Keep up the good work :)
 

Tailormade

Active Member
Out of Fuel?

Is the crafting process stopping due to being out of fuel ( when no fuel is being used, and one is not a blacksmith) a bug, or a configuration error on my part?

Is this something I set up wrong, or can provide output logging about that would help troubleshoot this?
 

sfincter

Active Member
What i did was set the precision to 199/3 save those by clicking on precision and quitting out.

Then i created my new pathing:

00. Name Path
01. Click Station and Set Station
02. Click add point in same spot and then add points to Work Order
03. Click Work Order and Set Work Order
04. Click add point in same spot and then add points to Supplier
05. Click Supplier and Set Supplier
06. Click add point in same spot and then add points to Station
07. Click Station and Set Station
08. Save
09. Quit
10. ~ runscript vgcraftbot
11. Select your path and Enjoy.


-Seven
I tried this and it did improve my pathing. But I'm still having issues with those dam doors! I have tried Stevens steps while applying every possible view point as well.

maybe need a toggle for whatever view we are in.

Also the 3 bars for progress and quality:
1) I can barely read the pop up tag as they are hard to pin point, and go away to fast. then i have to spend another 5 mins trying to get the tag to come back up
2) I'm a little confused as to what bar does exactly what
3) as far as quality why dont you just list what quality you would like A, B, C etc..

Chat alarm would be nice, an audible sound when someones chatting to me or when someone /say my name. Or audible alarm when local chat that may be directed to me.

GM alarm audible

Stuck alarm audible, and autostop autopause when its stuck so i dont keep gittering

autopause if bot tries same path unsuccessfully 3x so it doesnt raise any eyebrows. alarm for this as well be nice

These would be welcome additions. Especially the door fix
 

gp1001

Active Member
sfincter said:
Chat alarm would be nice, an audible sound when someones chatting to me or when someone /say my name. Or audible alarm when local chat that may be directed to me.

GM alarm audible
These are already in the Vgalarm Tab.
 

aChallenged1

Active Member
CyberTech is working on an app using LavNav that should be able to be used by any scripter to create the required pathing to and from pretty much anywhere. This should include finding and moving to a moving/roaming NPC.

I hope he has it done and it is implemented in all bots very soon.
 

csyxceven

Active Member
aChallenged1 said:
CyberTech is working on an app using LavNav that should be able to be used by any scripter to create the required pathing to and from pretty much anywhere. This should include finding and moving to a moving/roaming NPC.

I hope he has it done and it is implemented in all bots very soon.
Hope it will be able to find moving stations as well.. here is a post from a Dev at vanguardcrafters.com: :)

Quote:
Originally Posted by Melcor
How about making the stations move around randomly... J/K
Silius(Lead Crafting Developer):

Funny you should say this we are working on that right now =)
found here

Kinda funny in a dumb way
 

Spoler

Active Member
If you arrive to the folding step with 0 points... the script still hits cancel instead of using the 0APs folding ability...
 

Knoop

Active Member
I deactivated the full auto bot mode, so that the script only crafts the selected WO, but I have a few issues that occur (one of them was already posted here):

1. There is no cycle through the WOs. It only crafts the one I select and finishes it completely (incl. Batches and Sets), but after that it does not select a new WO recipe to craft and I have to click the next batch or set.

2. After all 3 WOs are completed and I get some new ones and select the next WO I get the message 'VG: WARNING, OUT of FUEL!' and have to select every single WO over and over again, even if those are batches or sets.

I hope you can help with that issues. FYI, I'm a lvl 31 Mineralogist.
 

wyteknukkel

Active Member
Just a thought on reducing Utility runs:

In the GUI for "Add Extra Ingredient", how about adding a quantity box for each listed ingredient, that the user can specify. The script then checks to make sure that quantity is on-hand each time it receives new work-orders, but before making the run back to the crafting station. (Use the built-in recipe list rather than the table to check?) Also, when it checks the vendor, make sure it always rechecks all quantities against those presets, so it's done in one pass.

This would eliminate the first unnecessary run, as it won't have to recheck at the table. It would also eliminate the need to check for ingredients at each recipe start for Work Orders, and all those extra runs in the process for 1 or 2 cleaners when you have 12 still in the utility bag. It might take a couple of runs before the user gets the quantities right, but once set, an increase of 1 critical utility per level will be the only changes needed & can be made at the startup by the user.

This seems actually a little less intuitive scripting since the quantity decisions at each point are not made by the script, but will require a lot less running to-and-fro to the vendor.
 

VGMan

Active Member
Suggestion :

How about developing a heuristic based AI? Score all the various actions based on desireability and then pick the best. Rules would be along the following lines :

- Is this the last stage we can add quality and we are below desired qual? +200 score to all quality actions.

- Is progess below a threshold set below estimated AP needed to complete recipe? (can tie this to an average of AP vs progress in each stage to work out how many ap needed to complete recipe)? +500 to all progress actions.

- Does action give significantly more progress/quality than needed? -200

- Has a complication occured? Complication actions +1000

- Are we below quality required? Quality actions + 200

- Are we just within range of finishing recipe with the points we have remaining (correctly factoring in outstanding complication cost). Progress actions +2000

All the numbers are off the top of my head, but you get the idea. With a load of simple rules like this we could build up some complex behaviour and even throw a genetic alogrithm at it by using different scores on the rules and measuring which is most successful, thus allowing optisation of the scores for things.

I admit this is all seems rather complicated compared to ratios etc but the potential is pretty huge. After all, this is how a basic chess AI algorithm works (although now they are boosted with massive libraries of set pieces). Chess is massively more complex though as there are so many more moves available at any point.
 

Xeon

Active Member
VGMan said:
Suggestion :

How about developing a heuristic based AI? Score all the various actions based on desireability and then pick the best. Rules would be along the following lines :
I already do that...

Code:
		; If this is the Quality + Fuel step, push Quality
		if (${qualityStep} == ${currentStep})
		{
			; Make sure that we allow Item Use
			doAllowItem:Set[TRUE]
			testProgress:Dec[1]
			testQuality:Inc[2]
			call MyOutput "VG:ChooseAction: Fuel Step!: ${testProgress} :: ${testQuality}"
		}

		; If we are below the TargetQuality we should try to raise it
		if ( ${Refining.Quality} < ${userQuality} )
		{
			testProgress:Dec[1]
			testQuality:Inc[3]
			call MyOutput "VG:ChooseAction: Quality Low: ${testProgress} :: ${testQuality}"
		}
The problem is figuring out all the formulas, rules, etc for when to push Quality vs Progress.

EDIT:

Even more difficult is balancing those heuristic weights with the actual actions themselves. Should you use a 150AP mod Prog/mod Qual vs (1 @75AP high Prog and 1@75AP high Qual)?

Figuring out which is a 'better' action is half the battle.
 

thezig

Active Member
Just a minor problem:

Sometimes, a complication pops up when entering the last stage. The AI clears these properly, but it will choose to clear them even when there's no more progress steps left (i.e. the only thing to do is the final finishing action).

It's a minor waste of AP, and it's caused the bot to sometimes settle for a lesser finishing action because it spent too much AP clearing the comp (when it would've had plenty of AP to just finish the recipe immediately).
 

glyth

Active Member
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss(4): Could not locate file ./vgcraft/craft-bnavobjects.iss for preprocessing
Preprocessing failed on C:\Program Files\InnerSpace\Scripts\vgcraftbot.iss
Failed to parse script 'C:\Program Files\InnerSpace\Scripts\vgcraftbot.iss'
RunScript 'vgcraftbot' failed

wats with that:/
 

Arbaron

Active Member
glyth said:
C:/Program Files/InnerSpace/Scripts/vgcraftbot.iss(4): Could not locate file ./vgcraft/craft-bnavobjects.iss for preprocessing
Preprocessing failed on C:\Program Files\InnerSpace\Scripts\vgcraftbot.iss
Failed to parse script 'C:\Program Files\InnerSpace\Scripts\vgcraftbot.iss'
RunScript 'vgcraftbot' failed

wats with that:/

I've same Problem now :-/
 

aChallenged1

Active Member
MISSING: craft-bnavobjects.iss

Same here after pushing for the beta update.

The file craft-bnavobjects.iss is missing. I searched to be sure it wasn't put in the wrong place.
 

thezig

Active Member
Would it be possible to add additional options to the GM detector script to force the VG window to maximize itself when a GM is detected?

Ideally, it would need to maximize when:

1. It receives a /tell from a GM. Additionally, it should parse /tells for "GM", since it's not always a tagged GM that's investigating (Crimson Fellowship, for example).

2. Character is teleported away from the crafting station (maybe do this when "out of range" error occurs after crafting has already begun).

3. When GM is nearby.

InnerSpace already provides a hotkey (should be ctrl+alt+1 if no other IS games are running) to maximize the window. Maybe the script could just simulate that keypress.

On a related note, GMs and Crimson Fellowship members no longer show up as "valid" players. One used to be able to put them on the friends list, but not any more.
 

Dammer

Active Member
just wanted to brake the bitchin on this thread for a sec and say thx for the bot Xeon it has worked great for me so far :)
 

icepick099

Active Member
I'm still seeing the issue where trivials complete to C instead of A. Sliders could be all at 100% or some variation of that. I don't think there is a slider for "trivial" and it doesn't appear to use any of the other sliders.
 

icepick099

Active Member
Not to reply to my own post, but I found the problem with "trivials" I think. The sliders don't correspond to the recipe difficulty (from the best that I can tell). The still correspond to the tier (amount of AP)
Very Easy = 2000AP
Easy = 2500
Mod = 3000
Dif = 3500

My trivials were "moderate" and when those sliders are moved, it seemed to start creating As again. Kind of misleading.
 

meatshield

Active Member
I just want to say that this newest update rocks the pathing. If you just take some time to run all over the place and hell run some crazy paths... it's makes things work great. Door function still needs to get a rampup (or I just need to stop being a jacka55)

All in all, i'm totally amazed with the functionality - great job
 

diraven

Active Member
Xeon,

Great bot. The latest updates have been nice also. Keep up the good work. Maybe a faction grind in the future?
 

djvj

Active Member
Been working fine for awhile, with this update, it's trying to start a work order that says I don't have some of the items for and it's not going to the supplier to get them.

Did it always do this? I was pretty sure it always started up running to the supplier and buying a bunch of ingredients.


Anyways, latest nav code is SIIICKK, love it! Great work!
 

metallica5

Active Member
uh the options such as "APLimit" has changed names and im not sure which slider is which... which slider do I increase if i have left over AP and i want it to pump qual a little higher?
 

leway

Active Member
is there a way to use an older version this new pathing system is not working for me. i cant find out how to turn off auto update. he keeps on running into the tent not going around it like i ssetup.
 

djvj

Active Member
Bot will not track cleaner at all. Runs out and just sits there in a loop trying to start the recipe and never can.
 

Paardje101

Active Member
Hi guys, been on snowboarding vacation for a week and just got back now, and trying to get this bot up and running again. See some new stuff. Looks nice. :yea: As for the pathing, trying to set up my Martok-Refining path. How can I make a path to my supplier ? I only have 1 button set search spot for WO NPC. Anyone have any tips to set up the path good ? And what is this mapping mode thing ? Btw this is great bot if my pathing works so big thanks to the makers.
grtzzz u rock:yea: :dazed:
 

gp1001

Active Member
Paardje101 said:
Hi guys, been on snowboarding vacation for a week and just got back now, and trying to get this bot up and running again. See some new stuff. Looks nice. :yea: As for the pathing, trying to set up my Martok-Refining path. How can I make a path to my supplier ? I only have 1 button set search spot for WO NPC. Anyone have any tips to set up the path good ? And what is this mapping mode thing ? Btw this is great bot if my pathing works so big thanks to the makers.
grtzzz u rock:yea: :dazed:
Read this post: http://www.isxgames.com/forums/showpost.php?p=5062&postcount=1

I think someone needs to prune the old VGcraftbot threads so its easier to find.
 

metallica5

Active Member
uh gettin the too far from crafting station message and he wont do anything about it... I even tried standing on the table when I first make the path and nothin :(
 

Kakapo

Active Member
Can someone give a better explaination to the utilization of the Extra Quality Controls sliders please.

I'm a little confused as how to tweak them to only make the more difficult WO's raise the quality of the build only thus far.

At my current level of 17 BS, I can only go a 1 - 2 ticks over grade c otherwise i run out of AP's.

And as it stand the bot will only make Grade D items or it dies and wastes possible XP.

Thanks in advance.
 

aChallenged1

Active Member
leway said:
is there a way to use an older version this new pathing system is not working for me. i cant find out how to turn off auto update. he keeps on running into the tent not going around it like i ssetup.
Might want to read the thread for VGCraftbot LavNav HERE

That may help you out.
 

phant0mr0gue

Active Member
Love the new Bot Pathing.

But its never buying Bandages and other items for Complications...

I have the bot set to fully Auto, but it never does anything other than Solvent/Cleaners.

Also, the Quality Controls are a bit confusing. At least what I have it set as isn't going perfectly, but its gotten me up to level 17 so far.
 

thezig

Active Member
leway said:
is there a way to use an older version this new pathing system is not working for me. i cant find out how to turn off auto update. he keeps on running into the tent not going around it like i ssetup.
The bot seems to be ignoring paths sometimes and instead beelining to its target, which of course causes it to run into stuff. I altered my path so that the waiting spot was in a more open area, which helped a lot, but my guy still gets stuck if the NPC wanders behind something. Hopefully it'll be fixed soon.
 

leway

Active Member
is there a way to use an older version this new pathing system is not working for me. i cant find out how to turn off auto update. he keeps on running into the tent not going around it like i ssetup.
aChallenged1 said:
Might want to read the thread for VGCraftbot LavNav HERE

That may help you out.
Thats the newer version. I cant seem to get it to work right in the town im in. I will try it a few more times today and see how it does.
 

VGMan

Active Member
Xeon said:
I already do that...

Even more difficult is balancing those heuristic weights with the actual actions themselves. Should you use a 150AP mod Prog/mod Qual vs (1 @75AP high Prog and 1@75AP high Qual)?

Figuring out which is a 'better' action is half the battle.
Cool, I hadn't looked at the code that closely. Regardling your last question, are you able to track how much progress/qual you get out of each type of action so you can compare a 150 med/med vs a 75 high/none?

If progress or qual per AP is equal then surely it is best to pick the action with a single focus as your alg with have decided to favour either progress or quality at any given time.

This follows on from the following : As far as I can tell, it is always better to favour progress until necessary to pump qual as the further along you are in terms of progress, the more deterministic the outcome is likely to be of the crafting session (as obviously less random stuff ahead the further you are along). In the end we know progress is more important than quality.

Thanks for the work on this though. You've put in enough effort to have manually got a lvl 50 crafter I'm sure!
 

dazed0119

Active Member
Is there any way to code in an alarm for when the bot gets stuck? I know ZERo about how this coding works, so no Clue.

I just think it would be great if there was a way to have it set off an alarm if say for 60 seconds its stuck or some such interval. Other than that Great Stuff!
 

gnits

Active Member
Xeon, the new beta code is only obeying the min quality slider and maybe to some extent the prog/ratio (the old ap limit one) Not sure whats going on but on easy ones i never bothered setting anything, it would just pump to a if it had the AP for it. now i have to move the slider all the way up to get it to happen.
 

gp1001

Active Member
gnits said:
Xeon, the new beta code is only obeying the min quality slider and maybe to some extent the prog/ratio (the old ap limit one) Not sure whats going on but on easy ones i never bothered setting anything, it would just pump to a if it had the AP for it. now i have to move the slider all the way up to get it to happen.
I was going to post the same thing... I was making C/B quality on my moderate workorders and now I am lucky if I can get it past D quality.
I have tried pumping quality way up and progress way down and it doesnt seem to matter.

Thanks
 

thezig

Active Member
The above posters are right, it seems to be ignoring the quality/AP ratios. That's fine with me, though, as it seems to work great anyway. My only gripe is that it's basing the difficulty on the number of AP instead of its actual rating. Distinguishing based on the max AP doesn't help when easy/moderate/difficult all have the same AP :)
 

FD3SRX7

Active Member
Problems

This afternoon I installed LavishSoft's program as well as the ISXVG program as instructed on the well written instruction page. I downloaded VGCraftBot-0.994.zip installed it and ran it without a hitch.

The script was working well except for some pathing issues that basically consisted of crafting through walls, making it very apparent that I was botting. I had to watch over the program to see where it would make mistakes and it would keep going towards a forge through the wall.

The version that I downloaded was immediately updated upon running it for the first time to version .999 oddly enough there is no documentation on this version that I noticed on this forum.

The problem with the pathing was probably due to a complete lack of "add point" button on the pathing setup window. There was however a "door point" button only on the very bottom of the window though.

Long story short, I got tired of having a flawed pathing system and wanted to see if I could do anything to make it better. I read on the forums to try the new pathing script by "runscript vgcrafter 1" then run it again without the 1 and try the new pathing out. Immediately I noticed that this version actually had less features than the other one, and would not move around and do its thing as the other one did before (with its troubled pathing).

Now I wanted to restore my setup to a completely new start to try to get back the original setup since it worked with marginal satisfaction.

so if anybody can help me get the version with the "add point" feature in it since that seems intuitive enough then "mapping mode" it would help me out alot.

"cTarget not set" etc is the messages i get after going through and choosing a station/WOnpc/SUPPLYnpc and walking around the path and setting door points etc. Its frustrating that I can't get it back to the original version i had where i can name the path etc...

i also never got this window to come up either even during the first installation when everything worked.
 

Vilael

Active Member
FD3SRX7 said:
i also never got this window to come up either even during the first installation when everything worked.

I got that a few days ago. Spoke with Amadeus about it, and it's some code that got into a release that isn't supposed to be there yet. (He said he had fixed it in like 5 mins, was a couple of days ago)

Anyway, to resolve it, I reinstalled the download version, let it all repatch and it was fine.

It has nothing to do with VGCraftbot. It's ISXVG.
 

Xeon

Active Member
FD3SRX7 said:
Now I wanted to restore my setup to a completely new start to try to get back the original setup since it worked with marginal satisfaction.
Now that is some excellent feedback!

Marginal Satisfaction... hehe, I actually laughed when I read that.
 

Kakapo

Active Member
Any idea when the suspected problem with the quality sliders being addressed or explained in more detail?
 

diraven

Active Member
FD3SRX7 said:
This afternoon I installed LavishSoft's program as well as the ISXVG program as instructed on the well written instruction page. I downloaded VGCraftBot-0.994.zip installed it and ran it without a hitch.

The script was working well except for some pathing issues that basically consisted of crafting through walls, making it very apparent that I was botting. I had to watch over the program to see where it would make mistakes and it would keep going towards a forge through the wall.

The version that I downloaded was immediately updated upon running it for the first time to version .999 oddly enough there is no documentation on this version that I noticed on this forum.

The problem with the pathing was probably due to a complete lack of "add point" button on the pathing setup window. There was however a "door point" button only on the very bottom of the window though.

Long story short, I got tired of having a flawed pathing system and wanted to see if I could do anything to make it better. I read on the forums to try the new pathing script by "runscript vgcrafter 1" then run it again without the 1 and try the new pathing out. Immediately I noticed that this version actually had less features than the other one, and would not move around and do its thing as the other one did before (with its troubled pathing).

Now I wanted to restore my setup to a completely new start to try to get back the original setup since it worked with marginal satisfaction.

so if anybody can help me get the version with the "add point" feature in it since that seems intuitive enough then "mapping mode" it would help me out alot.

"cTarget not set" etc is the messages i get after going through and choosing a station/WOnpc/SUPPLYnpc and walking around the path and setting door points etc. Its frustrating that I can't get it back to the original version i had where i can name the path etc...

i also never got this window to come up either even during the first installation when everything worked.

Just click the add door button when you want to add a point. Works fine for me. Good luck.
 

gp1001

Active Member
FD3SRX7 said:
"cTarget not set" etc is the messages i get after going through and choosing a station/WOnpc/SUPPLYnpc and walking around the path and setting door points etc. Its frustrating that I can't get it back to the original version i had where i can name the path etc...
You did click on the workorder wait spot or whatever the button is called.
 

VGMan

Active Member
Xeon, the bug with 'missing tool of type: Hammer' is still in. Has been in existence for a while an occurs when a belt which doesn't contain a hammer has been selected. All other tools seem ok...
 

VGMan

Active Member
gnits said:
Xeon, the new beta code is only obeying the min quality slider and maybe to some extent the prog/ratio (the old ap limit one) Not sure whats going on but on easy ones i never bothered setting anything, it would just pump to a if it had the AP for it. now i have to move the slider all the way up to get it to happen.

I agree with this analysis.

I would also add that setting for both pathing and quality do not seem to take effect until you select another diff level or swap from refining to finishing etc and then back again. This is definitely the case with pathing as I have not set up a refining path but did setup a finishing one. I kept getting cTarget errors until I selected refining and then finishing again.
 

Xeon

Active Member
VGMan said:
Xeon, the bug with 'missing tool of type: Hammer' is still in. Has been in existence for a while an occurs when a belt which doesn't contain a hammer has been selected. All other tools seem ok...
Does your hammer have the 'tool type: hammer' or whatever the text is on all the other crafting tools?

Also, what does your xxcraft-output.log file say when it fails to switch belts?

Here is the code:

Code:
while ( ${Me.Inventory[${itemIndex:Inc}].Name(exists)} )
{
	if ( ${Me.Inventory[${itemIndex}].Name.Find[${aTool}]} && ${Me.Inventory[${itemIndex}].InContainer.Name.Find[Toolbelt]} )
	{
		call DebugOut "VG: Switching to tool belt: ${Me.Inventory[${itemIndex}].InContainer.Name}"
		Me.Inventory[${Me.Inventory[${itemIndex}].InContainer.Index}]:UseAsCraftingToolbelt
		return TRUE
	}
}
Which says, while I have inventory items, look for something that contains the name ${aTool} which was set from the text of Missing Item: aTool
If we find it and it's in a 'Toolbelt' then switch to it
 

VGMan

Active Member
Yes, I've tried with multiple hammers including the newb one - they all have the 'Tooltype: Hammer' text. It just sits there looping saying the tool is missing until I manually select the belt.

Can't see an obvious reason why it fails, although it looks like the problem is in the belt switching, and not in finding the hammer.

Code:
17:21:15::VG: (78):() :: Missing tool of type: Hammer
17:21:16::VG: Looking for tool: Hammer
17:21:16::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:16::VG: Found and switched belt
17:21:16::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:17::VG: correction Fold Metal cost 0 AP
17:21:17::VG:   ---  AP left 525  ---
17:21:17::CheckComplications() called
17:21:17::Complictions Found: 1
17:21:17::Corrections Found: 1
17:21:17::Corrections Found: 1
17:21:17::Correction requires tool: Hammer
17:21:17::Correction requires (DO NOT HAVE): Adhesive
17:21:17::VG:Correction: Fold Metal
17:21:17::VG: in corrective action
17:21:17::VG: (78):() :: Missing tool of type: Hammer
17:21:18::VG: Looking for tool: Hammer
17:21:18::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:18::VG: Found and switched belt
17:21:18::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:19::VG: correction Fold Metal cost 0 AP
17:21:19::VG:   ---  AP left 525  ---
17:21:19::CheckComplications() called
17:21:19::Complictions Found: 1
17:21:19::Corrections Found: 1
17:21:19::Corrections Found: 1
17:21:19::Correction requires tool: Hammer
17:21:19::Correction requires (DO NOT HAVE): Adhesive
17:21:19::VG:Correction: Fold Metal
17:21:19::VG: in corrective action
17:21:19::VG: (78):() :: Missing tool of type: Hammer
17:21:20::VG: Looking for tool: Hammer
17:21:20::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:20::VG: Found and switched belt
17:21:20::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:20::VG: correction Fold Metal cost 0 AP
17:21:20::VG:   ---  AP left 525  ---
17:21:20::CheckComplications() called
17:21:20::Complictions Found: 1
17:21:20::Corrections Found: 1
17:21:21::Corrections Found: 1
17:21:21::Correction requires tool: Hammer
17:21:21::Correction requires (DO NOT HAVE): Adhesive
17:21:21::VG:Correction: Fold Metal
17:21:21::VG: in corrective action
17:21:21::VG: (78):() :: Missing tool of type: Hammer
17:21:22::VG: Looking for tool: Hammer
17:21:22::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:22::VG: Found and switched belt
17:21:22::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:22::VG: correction Fold Metal cost 0 AP
17:21:22::VG:   ---  AP left 525  ---
17:21:22::CheckComplications() called
17:21:22::Complictions Found: 1
17:21:22::Corrections Found: 1
17:21:23::Corrections Found: 1
17:21:23::Correction requires tool: Hammer
17:21:23::Correction requires (DO NOT HAVE): Adhesive
17:21:23::VG:Correction: Fold Metal
17:21:23::VG: in corrective action
17:21:23::VG: (78):() :: Missing tool of type: Hammer
17:21:24::VG: Looking for tool: Hammer
17:21:24::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:24::VG: Found and switched belt
17:21:24::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:24::VG: correction Fold Metal cost 0 AP
17:21:24::VG:   ---  AP left 525  ---
17:21:24::CheckComplications() called
17:21:24::Complictions Found: 1
17:21:24::Corrections Found: 1
17:21:24::Corrections Found: 1
17:21:24::Correction requires tool: Hammer
17:21:24::Correction requires (DO NOT HAVE): Adhesive
17:21:24::VG:Correction: Fold Metal
17:21:24::VG: in corrective action
17:21:25::VG: (78):() :: Missing tool of type: Hammer
17:21:25::VG: Looking for tool: Hammer
17:21:25::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:26::VG: Found and switched belt
17:21:26::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:26::VG: correction Fold Metal cost 0 AP
17:21:26::VG:   ---  AP left 525  ---
17:21:26::CheckComplications() called
17:21:26::Complictions Found: 1
17:21:26::Corrections Found: 1
17:21:26::Corrections Found: 1
17:21:26::Correction requires tool: Hammer
17:21:26::Correction requires (DO NOT HAVE): Adhesive
17:21:26::VG:Correction: Fold Metal
17:21:26::VG: in corrective action
17:21:27::VG: (78):() :: Missing tool of type: Hammer
17:21:27::VG: Looking for tool: Hammer
17:21:27::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:28::VG: Found and switched belt
17:21:28::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:28::VG: correction Fold Metal cost 0 AP
17:21:28::VG:   ---  AP left 525  ---
17:21:28::CheckComplications() called
17:21:28::Complictions Found: 1
17:21:28::Corrections Found: 1
17:21:28::Corrections Found: 1
17:21:28::Correction requires tool: Hammer
17:21:28::Correction requires (DO NOT HAVE): Adhesive
17:21:28::VG:Correction: Fold Metal
17:21:28::VG: in corrective action
17:21:29::VG: (78):() :: Missing tool of type: Hammer
17:21:29::VG: Looking for tool: Hammer
17:21:29::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:30::VG: Found and switched belt
17:21:30::VG: Was Changing Tool Belts :: back to holdState: 20
17:21:30::VG: correction Fold Metal cost 0 AP
17:21:30::VG:   ---  AP left 525  ---
17:21:30::CheckComplications() called
17:21:30::Complictions Found: 1
17:21:30::Corrections Found: 1
17:21:30::Corrections Found: 1
17:21:30::Correction requires tool: Hammer
17:21:30::Correction requires (DO NOT HAVE): Adhesive
17:21:30::VG:Correction: Fold Metal
17:21:30::VG: in corrective action
17:21:30::VG: (78):() :: Missing tool of type: Hammer
17:21:30::VG: ACTION_FIND and cState is CS.ACTION_BELT, returning
17:21:31::VG: Looking for tool: Hammer
17:21:31::VG: Switching to tool belt: Worn Harvesting Toolbelt
17:21:31::VG: Found and switched belt
17:21:31::VG: Was Changing Tool Belts :: back to holdState: 33
17:21:31::VG: Ignoring Correction: Fold Metal
17:21:32::VG: correction Fold Metal cost 5 AP
17:21:32::VG:   ---  AP left 520  ---
Also the script seems to always cancel the 'Brilliant Work' complication which is green and should be positive I think?
 

Xeon

Active Member
VGMan said:
Yes, I've tried with multiple hammers including the newb one - they all have the 'Tooltype: Hammer' text. Can't find that log file on my machine though. It just sits there looping saying the tool is missing until I manually select the belt.

Can't see an obvious reason why it fails.
The xxcraft-output.log is in your InnerSpace scripts/vgcraft/save/ToonName directory.

Look for text like:

Missing tool of type:
 

aChallenged1

Active Member
Line of Sight Check

To resolve the issue of trying to run through a wall to use a workbench, have it do a LOS on it. That "should" fix it, I think.

You might want to also see if you can make your own version, or borrow it from vgcrafthelper with permission and a nod in the script, of the bag swapping to use the one that has the tool needed. That's one of the best features from vgcrafthelper.
 

VGMan

Active Member
Xeon said:
The xxcraft-output.log is in your InnerSpace scripts/vgcraft/save/ToonName directory.

Look for text like:

Missing tool of type:
Yeah I found it :) Edited my post about the time you were posting this I guess.
 

icepick099

Active Member
There a way to tell the script to give more weight to using utilities than other skills? On T5 recipes, it will spam the "new" station skill which is 50AP, quality low until it is nearly out of AP and then it will fail. Whereas on a T4 recipe (before I dinged) it would happily use utilities and complete to max A with lots of points leftover.
 
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