VGCraftHelper - Comments Thread

Makeikusa

Active Member
What do you define as a central location?
A central location can be anywhere the taskmaster paths by. I recommend watching the path, and then finding a spot next to another crafting station, a banker, broker, or supplier and then waiting for them there, rather than standing out in the middle of nowhere. Most of the TMs will path by one of those points at some point.

First it asks to select the task master.
This is so the script has the name of the taskmaster you need to hail, NOT the location.

Then "Please move to the central location of your taskmaster, where you will wait before engaging them." then "Click OK when you have arrived.".
This is so you can find that central LOCATION where the TM will wander past. See above for recommended areas.

I don't follow these 3 steps.
That's why this isn't working :(

I already moved to him when I selected him,
again, that was just to get the name.

then it asks me to move to him - why?
To find a good spot to wait for him.

Then why does it ask me to click ok when I've arrived.
This is so the path file makes a note of this location and will always wait here for the TM.

I've been stood in front of him the whole time, so this whole flow of questions makes no sense to me. I'm sure it makes sense if you know whats happening in the code, but not to me from the questions!
Hopefully my explanation will help some :)

Additionally can we not get our player to los to the taskmaster and walk to him? Having the player stand in one of the path wait points waiting for the npc is a dead give away its a bot.
There are currently too many issues with geometry and the TMs pathing through or over objects that we as players cannot walk through. They walk over roofs etc, and to make the script as flexible to all crafting areas as possible, its best to have it wait to path by. Again, to look less botlike, see the hints above. If the player los walked to the taskmaster, and the taskmaster moved to a point that put an object in the way (tent pole, bucket, whatever) that the player got stuck on, it would look much more botlike to have a player running stuck on something than just standing waiting around.
 

VGMan

Active Member
Thanks for the tips. Will give it another shot then. Shame about not trying to path though as often there is a central location from which he can always be pathed to. Could it not do a LOS test before trying to run to him. If it fails then wait and retry in 5 secs etc? This seems to be what the other bot does ;)
 

Makeikusa

Active Member
For the more open crafting areas that may work better, but in alot of places everything is packed in tightly and its better to stand around than being stuck on something. Many players stand around, but to me nothing screams bot more than someone running stuck on something, for any length of time. That's my personal opinion anyway :)
 

VGMan

Active Member
Makeikusa said:
For the more open crafting areas that may work better, but in alot of places everything is packed in tightly and its better to stand around than being stuck on something. Many players stand around, but to me nothing screams bot more than someone running stuck on something, for any length of time. That's my personal opinion anyway :)
Yeah probably need a different rule for each type of area. in an open area it looks more dodgey waiting as you are more visible to more players and they'll notice you only ever talking to the npc in one spot. I've worked out some botters on my server from this...
 

aChallenged1

Active Member
Makeikusa said:
ac1, if you are making parts using the ship station, the countdown will not update because the parts used (10 planks for 1 deck section etc) are abnormal and not the normal 1/3/5 text, so they don't update correctly. Mast poles will, however.

if you find it doing this normally using a normal table for mass batches of stuff, just restart it and it should work fine. I find it has a tendancy to stop tracking stuff after a while, and have let shaba know about that and the boat station issue.
I'm making fabrics and bags, nothing to do with building boats. Before the last update (which for me was before the previous post) I had no problems with it keeping track of the count.
 

Spidermanx74

Active Member
First off thanks for such a great script! Would it be possible to add the ability to patrol a path looking for the TaskMaster? There are some areas which are free of obstacles but it takes a long time for the TaskMaster to walk their paths. Being able to hunt them down would really speed things up plus make it look alot less obvious.
 

alphazero

Active Member
Couple things that i would make a suggestion on. When you do a number, instead of an action, it always pops up a message box after every item, (do you want to use the first option) any way to make it a one press and its good to go for a lil while? or once you click yes, it goes for how ever many items you put it in to make?

Second would be maybe add the ability to do complete items, like refine the matierial, and then use a bit of pathing then finish making the item. That in all honesty, would set this script WAY apart from the rest.

EDIT : edit removed because i am stupid :)

Awesome script regardless
 
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dazed0119

Active Member
wow, I dont know what I am doing.. bt I get great bugs.

Yesterday I was up & working fine, ran for like 7 hours straight. Logged for a bit, came back in and now nothing works. It just would not even run the path. I tried creating a new one and nothing. I even deleted the files and reinstalled vgcrafthelper. Now when I try to creat a new path it just hangs after I select my taskmaster and hit enter. Also I don't have any options in the pull down box for the type of work order, IE carpentry, forming....

Any IDeas?
 

rwarren

Active Member
The problem that I'm having with work orders is that it selects the difficult WOs even when you tell it to select the easy ones.:confused:
 

aChallenged1

Active Member
Ok, it seems the problem is not gone.

On a refining table the amount you want made IS tracked.
On a finishing table it ignores how many you entered for the amount and goes until it runs out of materials. This can mean a huge loss of materials due to setting up table does not care about having all required items. Might want to add in a check to ensure that the bot has a full stack of each merchant purchased material before going on to prevent this from happening.

But, yeah, the problem is in the refining table portion.
 

3ball

Active Member
Updated the script last night and now the UI is black. Doesn't look like any of the textures are loading correctly. Any ideas?
 

dazed0119

Active Member
I would love to know what I am doing wrong.. I uninstalled isxvg, innerspace and completely deleted the folder, reinstalled new, and still no luck.

I get no selection for work order type, IE carpentry, forming ETC

I also can not do the automated crafting. It just gives me NULL for recipee type. No I am not starting the script with a bench open. I have tried it with it open, with it closed, with out one anywhere near me, and still nothing buy Null.

I can not get manual to work either, I open the bench, click the recipee just like it says, then click ok and it just sits there.

Any help would be greatly appreciated.
 

dazed0119

Active Member
Ok I feel like a tard.. got mine working again.. amazing what happens when you do EXT isxvg THEN try to run crafthelper...


On a side note, any chance we can get it to make some god awful sound when it detects a port? I know it stops crafting but I would love a notification that I can hear 3 miles away when my volumn is blasted ;o)
 

Voltstorm

Active Member
Think all these help posts have scared off our Shaba ...
Perhaps we should have a help me with and leave this forum for feedback and ideas (guess "it is broken" is a form of feedback) .. ok it is late, just trying to help but it is not working so I will STFU now. :evil:
 

Shaba

Active Member
Voltstorm said:
Think all these help posts have scared off our Shaba ...
Perhaps we should have a help me with and leave this forum for feedback and ideas (guess "it is broken" is a form of feedback) .. ok it is late, just trying to help but it is not working so I will STFU now. :evil:
The best way for prompt feedback is to contact me in IRC :D Expect a new version within the next couple of hours, testing some things with Amadeus that can speed my script up a bit.
 

Shaba

Active Member
aChallenged1 said:
I'm making fabrics and bags, nothing to do with building boats. Before the last update (which for me was before the previous post) I had no problems with it keeping track of the count.
The items to be made counter will only work with recipes that have 1/3/5 actions, and the amount box should only be used for this type of recipe. (I may rework this later)
 

Shaba

Active Member
Code:
*		[Version Update Information]
*
*		Beta Version 2.5
*		There is a new option on the options tab called "Buy in Bulk".  This option will eliminate the need to run to the crafting station before buying supplies.
*				This will usually buy much more than needed, but it saves the extra pathing.  You will need to create a new path file if you wish to use this option!
*				Make sure and set up the Fuel 1-3 boxes on the Options Tab.
*		Fixed the "Items to be made" counter on the craft tab.
*		Finally got around to testing Manual Mode.  It now works!  
*			Instead of using the Pause/Resume button, the script will prompt you to acknowledge when you are ready for the next step.
*			Manual Mode will now buy/sell for you, wether in Buy In Bulk mode or Not.  Make sure you let the script Open your Supply Packs or it wont sell anything.
*			Buy In Bulk mode also works with Manual Mode.  
*			Will now play a sound when done with WOs if in manual mode.
*			Manual Mode settings are now saved per character!  From the Path File dropdown, select the Manual_CharName setting.
*		Fixed a logic bug that occured when a single utility action completed the entire step.
*
*		----------
 

gp1001

Active Member
I dont get the Manual_Character name option in the dropdown list...
Also how does it handle doors?

I like your directions for making a path, they are VERY detailed and give little room for error. Welldone!
I am crashing to desktop when creating a new pathfile. After I walk through all the steps it says pathfile saved, but none of the supplier,station or workorder giver information is being populated in the gui. I click start and It crashes to desktop.
 
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Shaba

Active Member
gp1001 said:
After I walk through all the steps it says pathfile saved, but none of the supplier,station or workorder giver information is being populated in the gui. I click start
Are you selecting the path file you just created from the drop down?
 

gp1001

Active Member
Shaba said:
Are you selecting the path file you just created from the drop down?
Yes, I also noticed that after creating the pathfile. and seeing it in the drop down, after quitting VgCrafthelper and reloading it the path is nolonger there.
When I click new path, it asks for the name, I enter a one word name, but i noticed that the name i specify doesnt show up in the dropdown box until after it says saved... the workorder,supply and station do not populate like they did before, and after the path says it saved if i pull down the dropdown box it is there. I select it and all the info is blank except for difficulty and workorder types.
Thanks for the quick response.

I also looked in the scripts folder and I dont see any paths being saved...
Is there an option to force a patch?
 
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gp1001

Active Member
Shaba said:
But your old path files from before this update show up there?
I havent used it before this update to do automated workorders =) I was using it for creating repetitive recipes.
 

Shaba

Active Member
Well I would suggest getting the original files from the zip and trying again. If that doesnt work, contact me in IRC.
 

Shaba

Active Member
Btw, with the new Buy in Bulk option, the Fuel 1 and Fuel 2 are your main fuels, Fuel 3 is the tier 4+ secondary fuel (it will buy less of this one)
 

aChallenged1

Active Member
Request

I've noticed that sometimes I have enough to make one more item of the type I am working with, but because they are different qualities it cannot deal with it and gets stuck.

So, could you look into reading how many primary items are needed and if not enough in one stack to make the first added in in the setup a second stack?

Example: I'm making something that takes 3cloth, but I have a stack of 1 A and a stack of 2 Bs. Manually I can put them together and get one last combine done. The bot should be able to do the same.
 

fleppa

Well-Known Member
I need some quick pointers, as I can't figure out how to get specific work order difficulties; it always seems to pick the top three work orders (difficult and moderate mostly), but I have it set up for easy and very easy.

I followed the guide thoroughly (Very nice script and guide by the way. Thanks!), several times even, and I can't for the life of me figure out what I'm doing wrong.

I've tried several combinations of; Setting up the script, saving, selecting the path saved name, saving, relogging, reselecting.

Please help, or call me silly! =)
 

aChallenged1

Active Member
Shaba, I know you made it so the counter only deals with those combines that can make 1/3/5 items at a time, but I really wish you would change that and make it so that if I put a number in there it will make that many.

The way you have it set up now, if I'm making something that can only be done in singles, I have to pay attention, or else the damned thing will keep trying to make something when there is nothing else to be made. This leads to my chat screen being spammed about lacking the materials to make the recipe. I can see that as a nice opening for VG to track who is botting. A person isn't going to keep on trying to make an item they don't have the parts for. Yet, the bot does, because it does not track counts other than 1/3/5 types.

So please, take that 1/3/5 out and make it use the counter in all situations.

TIA.
 

Shaba

Active Member
Code:
*		[Version Update Information]
*
*		Beta Version 2.54
*		The Amount textbox on the Craft tab now works with any recipe.  There is still no check for supplies needed, you need to confirm that before you start.
*
*		----------
That should do what you want AC1, if it's a recipe with 1/3/5 steps, dont put anything in the ingredient action boxes.
 

ackshard

Active Member
Whenever I select "buy in bulk" and begin the WO, it tries to buy the product, but just pulls one item from my inventory bag and continues to switch it from slot to slot in the crafter bag.
 

Shaba

Active Member
I think you are misunderstanding what is happening, since all I do is move the last purchased item to your utility bag...once per purchase. There is no loop involved. Have you let it run to see what happens, or just reacting to what you see?
 

ackshard

Active Member
ya I think its trying to move the last purchased item, its not purchasing the items though. When I uncheck the box "buy bulk" box and run the WO, it purchases the supplies just fine.
 

JumpingJackson

Active Member
Craftrepeat broke w/ last update that fixed the counter.

When i put 1 in Ingredient Action #1: field it doesnt do the first one, it says it cant find the right one and asks if it hsould do the first one.

It worked before this on a earlier version of the script on the same recipie. (Initiate Deconstruction: Weapon) (Blacksmithing)
 

Shaba

Active Member
JumpingJackson said:
Craftrepeat broke w/ last update that fixed the counter.

When i put 1 in Ingredient Action #1: field it doesnt do the first one, it says it cant find the right one and asks if it hsould do the first one.

It worked before this on a earlier version of the script on the same recipie. (Initiate Deconstruction: Weapon) (Blacksmithing)
Put an amount in the amount textbox.
 

Shaba

Active Member
ackshard said:
ya I think its trying to move the last purchased item, its not purchasing the items though. When I uncheck the box "buy bulk" box and run the WO, it purchases the supplies just fine.
Chances are, you didn't properly fill out the 'Fuel' textboxes on the options tab. If you are sure you have everything set up correctly, contact me in IRC.
 

Shaba

Active Member
fleppa said:
I need some quick pointers, as I can't figure out how to get specific work order difficulties; it always seems to pick the top three work orders (difficult and moderate mostly), but I have it set up for easy and very easy.

I followed the guide thoroughly (Very nice script and guide by the way. Thanks!), several times even, and I can't for the life of me figure out what I'm doing wrong.

I've tried several combinations of; Setting up the script, saving, selecting the path saved name, saving, relogging, reselecting.

Please help, or call me silly! =)
The only time it will "pick the top three work orders" is if there are no Work Orders that match your search options. Make sure that your Primary difficulty and Secondary Difficulty are not equal, and if you are doing finishing WOs, the Primary and Secondary Type are not equal.
 

fleppa

Well-Known Member
Shaba said:
The only time it will "pick the top three work orders" is if there are no Work Orders that match your search options. Make sure that your Primary difficulty and Secondary Difficulty are not equal, and if you are doing finishing WOs, the Primary and Secondary Type are not equal.
Ah, I just figured where I failed. I had Mineralogy and Artificing picked although I was doing refining WO's. Seems the script looks for those criteria first when picking WO's. When I put them at Forming, all went along as expected. Thanks.
 

Shaba

Active Member
Code:
*		[Version Update Information]
*
*		Beta Version 2.55
*		Added a new text entry on the options tab "Scan Radius".  This is how close the TaskMaster needs to be before you will engage him.
*			 The higher the number, the higher the risk of getting stuck.
*		Start of the UI revamp.  More to come in 2.6
*
*		----------
 

Grep

Active Member
Doesn't seem to want to do WO's manually anymore. It does the first crafting in a set/batch then hangs with the setup table showing.

I commented out the "call DoSetup" after the following line in the crafting function :-

while !${VGUI[crafting_workbench_filling_window_].IsDrawn}


This seemed to fix the current WO crafting but when the second WO started it would only do the first item then hang again on the table setup.

I then swapped the whole crafting function for an older version which seems to have fixed the issue I was having.
 
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Grep

Active Member
Hrmm

Just to add to my post above, although I thought this had fixed the issue it appears it hasn't. I'm still hanging on the setup table, going to do a few more WO's and see if its still in the same place when it hangs.

Update : just got ver 2.56, seems to be fixed now.
 
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dazed0119

Active Member
I keep getting spammed with "you make not craft at this time" like every 45 seconds or so.. any ideas? It still crafts fine with no issues other than that/.
 

ackshard

Active Member
I'm getting the same message "you may not craft at this time" then it continues the WO after the table setup. Not seeing any other error messages.
 

aChallenged1

Active Member
You may not craft....

I've seen it too. I've stopped and ended the bot, untargeted the table, restarted the bot and it ran fine. Still, it's a pain to have to do that. Though, it is still better than hand crafting.
 

abbadon

Active Member
supplier

When the script goes to buy supplies from a vendor that does both supplies and equipment I get spanned with something like "the item you have chosen is too big to fit in that container"

This mornign before the patch it would judt sit there and not buy anything.


Thanks Shaba.


It is the Southwatch vendor btw.
 

twalker1

Active Member
Also want to state that the script doesn't buy enough materials to finish all the workorders, not sure if this is what the Fuel fields are for or not...

and if it runs out of mats the script doesn't know to end itself.. leaving the whole thing look really suspcious while it tries to craft things it has run out of mats in the middle for.
 

Shaba

Active Member
twalker1 said:
it has run out of mats
If you set it up correctly it won't do this. If you are going AFK while using a script you haven't set up correctly (or are confused on how to use), then don't blame the script for looking suspicious.
 

twalker1

Active Member
Ok, im gonna assume a Fuel is 1 of the 3 main ingrediants needed for crafting.
I'll give it a go and see what happens :)
 

crixtoanti

Active Member
Still getting spammed with "you may not craft at this time" and it doesnt do anything. This is while trying both Craft Repeat and Do Manual Crafting. Even if i stop it i still get that spam "you may not craft at this time" in red and yellow text alternating.
 

IeU

Active Member
crixtoanti said:
Still getting spammed with "you may not craft at this time" and it doesnt do anything. This is while trying both Craft Repeat and Do Manual Crafting. Even if i stop it i still get that spam "you may not craft at this time" in red and yellow text alternating.
for the first time ever, i am getting this too.
after they hotfixed the servers, maybe they did something here ?
 

DrmChld

Active Member
Does not sell items with apostrophe's in the name: i.e. Croco's Pot, Silvadel's Bells, Apricoth's Bundle of Apricots.

<This is a great program, thanks very much!>
 

rwarren

Active Member
Is there a way to delete a path name when you don't want it anymore or when you make a mistake and need to start over with a new path?
 

Shaba

Active Member
rwarren said:
Is there a way to delete a path name when you don't want it anymore or when you make a mistake and need to start over with a new path?
Select it from the dropdown, and then right click on it :)
 

Voltstorm

Active Member
Feature Request ...

Log the work order name, difficulty, type.
Then log the number of times it uses different skills and abilities in that work order.

Goal: To maximize the spead of skills and abilities to match what the bot is doing. We can then also replicate what the bot does when we do things manually.

If it is a hassle I understand, but thought I would ask.

Output might look like ...

Batch of Cracked Eggs, Stewing, Easy
Sturring 4 times
Folding 9 times
Cooking Tools 12 times
Cooking Utilities 3 times
Cooking 9 times
Completed quality was B
 

DrmChld

Active Member
Harvester Pacls...

I am having a problem with the script trying to put items into my miner harvesting pack first, no matter which pack spot I have it located in.

It is giving me the message "That type of item doesn't fit into the target container" and repeats that over and over again without stopping.

Removing the harvesting pack isn't really an option as it is filled with 34 slots of raw material.
 

alphazero

Active Member
I think a good idea would be to have a timer type of addition to the script. With an extra point in. Have it be like an AFK point, and when you are done with X amount of hours, goto AFK point, then put the tag on, then after x ammount of time, resume the normal grind features. I think it would add another point of spontaniousness that is needed in order to advoid bot dectection.
 

Shaba

Active Member
alphazero said:
I think a good idea would be to have a timer type of addition to the script. With an extra point in. Have it be like an AFK point, and when you are done with X amount of hours, goto AFK point, then put the tag on, then after x ammount of time, resume the normal grind features. I think it would add another point of spontaniousness that is needed in order to advoid bot dectection.
If you want to do something like this, it's very simple to write another script that handles this, I'm not really interested in incorporating it. If you need to know which values/methods will pause my script, I'm more than happy to supply them.
 

gonemental

Active Member
Feature Request

It would be great if there was a Queue on the crafting repeat window. For example you could tell it I want 180 standard planks, 5 hulls, and 4 decks. I would also be interested in a /quit ability on that same window after all the items had been crafted.
 

wreckerbill

Active Member
Running out of suply = infinate loop

if you run out of fuel while smithing, the script loops with "out of fuel" error message. This also happens when running out of oil.
 

Grep

Active Member
Shaba

Would it be possible to add a second agression and quality slider? So that you could use different settings for first and second choice WO's. This isn't a problem for my high level blacksmith but at lower levels on my outfitter I can complete Easy WO's at high B/ Low A, but a moderate WO is High C/Low B for me. So if I set the sliders up for easy WO's and the WO NPC runs out of easy's I tend to fail the moderates.

Actually, thinking about it you would only need an extra quality slider not another aggresiveness slider.
 
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Toad

Active Member
Shaba,

Saw your reply to another thread about work orders; so here I am.

Could you please add the manual "Do all work orders" feature? It's doing great doing them one at a time!

The other thing I'd like is a way to "refresh" what recipes I have; so that when I go reload WO's manually I don't have to restart the script to get my "new" recipes in the list.

Thanks,
Toad
 

Shaba

Active Member
Grep said:
Shaba

Would it be possible to add a second agression and quality slider? So that you could use different settings for first and second choice WO's. This isn't a problem for my high level blacksmith but at lower levels on my outfitter I can complete Easy WO's at high B/ Low A, but a moderate WO is High C/Low B for me. So if I set the sliders up for easy WO's and the WO NPC runs out of easy's I tend to fail the moderates.

Actually, thinking about it you would only need an extra quality slider not another aggresiveness slider.
Are you saying that if you set the slider to Aggressiveness - 3 and Quality - 85, that you fail on moderate WOs? If you are failing on moderate WOs with this settings then you either need to upgrade your gear, or turn on debug and talk with me about what is happening.
 

aChallenged1

Active Member
Not everyone is a high level making massive coin, so expecting us all to buy upgrades to match your expectations is unrealistic, Shaba. I upgrade all I can but it isn't enough.
 

Grep

Active Member
Shaba said:
Are you saying that if you set the slider to Aggressiveness - 3 and Quality - 85, that you fail on moderate WOs? If you are failing on moderate WOs with this settings then you either need to upgrade your gear, or turn on debug and talk with me about what is happening.
I was at lower levels and this was with 65%+ EE, this seems to be a problem I was having with any of my crafters, once I hit crafting level around 25+ its not so much of an issue. I will reroll another crafter and run a few wo's through with the debug on and see if there is anything that it is saying.
 

dwaldroop

Active Member
Ive been running my slider on Aggressiveness 3 Quality 80 doing Moderates and consistantly get B's and sometimes A's.

Im crafting level 35, gear is not uber, mix of blue's that i can buy off the Broker. Ive completed however my crafting guild intro quests to gain some nice crafting jewelry 2 rings, earrings. Before I did that i struggled to get C's.

If you have not done any jewelry quests for crafting, Agrahm or RindoField at least, Id suggest doing so, Moderates are a cake walk for me at lvl 35 using vgcrafthelper.

Im a Tailor/Outfitter btw.
 
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