SRL Archive - MSI Bugs

Crafting Guild Mining


stupedspam

2011-08-11 00:44:41

Running/testing both Crafting guild miner and powerminer in the Crafting Guild I found to following:

Crafting Guild Script:
1. When starting in Guild the compass is North. This block sight of four gold rocks.

2. When mining gold, once all the rocks are depleted it will run north and stay there for several minutes before returning to mine more gold.

3. Walking is predictable and slow.


Power Miner Script:
4. Priority doesn't seem to work when I set to mine 20% silver 80% gold.

5. (This goes along with #1) Will start mining one rock then click another rock with the same ore and go finish the mining cycle there. It did this going from mining gold to actually mining silver.

6. Proximity, finding the closest rock that has ore. This needs to be added or fixed as I would run across the screen to mine a rock when there was a ready rock up right next to the one just mined.

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How to fix these ideas:

1. For certain scripts having specific StartCompassDirection('W') that will make the search for ores more reliable. (Made up procedure)

2. Making a function that exits the procedure to run north when ores not found. The function would be if gold and not silver then Boolean = false; Or however its written. This would keep the character near the ores and not running off.

2.1 Another solution is using Reflection to do DistanceFromTile. I know this is in Refection2, but it would keep the character centralized around the ores to be mined.

3. This is a difficult solution as walking has always been a chore. However, the search for key points, like MM yew symbol and clan camp symbol, can be searched and predicted while the flag is still up.

4. The only way I can think of solving this is, If prioryX Found and priortyY < priotyX then mine priotyX else priortyY = priotyX then mine closets

5. This can be solved by using Reflection again using WaitToAnimate or something similar. That way it will do anti-ban while there is mining animation and not move to another rock until there is no animation.

6. Solved by using a distance function that can use tiles.

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Whew! I know this is A LOT! I know that at time is may sound harsh, but this is a super solid script and all the things above are not because it doesn't work, but small adjustments to add to the strength of the code to better do its job.

I want to say keep up the hard work and always remember we all love you! :D

Let me know if you need help, and sorry for the sudoscripting.

~StupedSpam

Coh3n

2011-08-11 01:28:24

From: stupedspam
1. For certain scripts having specific StartCompassDirection('W') that will make the search for ores more reliable. (Made up procedure)
We actually already have this. It doesn't sound like it's applied to the Crafting Guild Miner, so that's a simple fix. E: Fixed in he latest version.

From: stupedspam

2. Making a function that exits the procedure to run north when ores not found. The function would be if gold and not silver then Boolean = false; Or however its written. This would keep the character near the ores and not running off.

2.1 Another solution is using Reflection to do DistanceFromTile. I know this is in Refection2, but it would keep the character centralized around the ores to be mined.
It should always be near ores; however, now that you mention it, if you set it to only mine gold, it will will walk north, and start looking for gold again. I'm thinking the TLocation record can be edited slightly so the tiles are set depending on the rocks being mined.

From: stupedspam

3. This is a difficult solution as walking has always been a chore. However, the search for key points, like MM yew symbol and clan camp symbol, can be searched and predicted while the flag is still up.
It uses Reflection walking, so there's no need to symbols, etc., but I agree, the walking is slow and it's been on my to-do list for a while, I just haven't had time for it.

From: stupedspam

4. The only way I can think of solving this is, If prioryX Found and priortyY < priotyX then mine priotyX else priortyY = priotyX then mine closets
Priorities work fine for how they were written. If you set Silver to 20% and Gold to 80%, that means that it has an 80% chance of looking for Gold first. If gold isn't found, it will look for Silver. That means if you're already at the north part of the mine, it will mine Silver until it can't be found (since Gold isn't viewable on the main screen).

That's how it works, but we should be able to make it work so that if it searches for Gold first, it'll walk back to the south location. NCDS and I will be doing a lot of location work in the next few days, so we'll take this in to consideration as well.

From: stupedspam

5. This can be solved by using Reflection again using WaitToAnimate or something similar. That way it will do anti-ban while there is mining animation and not move to another rock until there is no animation.
We don't use reflection for anything except walking (which is still optional) as it isn't needed. It isn't waiting until the ore is gone, probably because for whatever reason, it doesn't find the colors in the tracking box (you can see this very clearly if you enable SMART debugging). Also, if you could provide some debug text from this it would help a lot (debug files are saved automatically to Simba/Includes/MSI/Debug Logs).

From: stupedspam

6. Solved by using a distance function that can use tiles.
If there's a rock beside you, it means it didn't find enough colors on the rock, so it thought it was empty. That can all be fixed my messing with the color settings for the Silver/Gold object records. Changing the camera angle may also help with this.

From: stupedspam

Whew! I know this is A LOT! I know that at time is may sound harsh, but this is a super solid script and all the things above are not because it doesn't work, but small adjustments to add to the strength of the code to better do its job.

I want to say keep up the hard work and always remember we all love you! :D

Let me know if you need help, and sorry for the sudoscripting.

~StupedSpam
I'm glad you like it. It's my favourite MSI script by far. I used it to get 70-80 mining (10k+ gold and silver) on my main + got about 1k gold/silver on each of my army characters.

If you want to help you can always experiment with the colors so maybe the tracking/finding will work better. That's the easiest thing from your list. :p

E: Everything in this thread is either resolved or has plans in the MSI todo list.