Hehe...12x faster... *snicker*
Actually for something like a mining script there really needs to be a check for the Disconnected gump every single time there is a response to a failed check for something. For example, the 12xMiner looks for stuff in the pack every single time you a) dig, b) recall, c) empty resources, d) make a new shovel, d) make a new tinker tool, etc, etc. At any one of these spots if it isn't happy it spits out an error. Furthermore there are many places where this or any other script can get hung up in a loop when the "disconnect" gump pops up if there isn't correct error-checking.
With that said, I think it would require many calls to the login sub throughout the script in order to check for the correct criteria to be met. Also, there needs to be "recovery" logic in the script so that it picks up where it left off correctly. For example, the shard could go down when you're in the middle of digging and when you log on it's reverted 2 minutes back to the bank in the middle of unloading but the bankbox isn't open. That requires more code logic.
I guess what I'm saying is, long story short, it could take, ummm... 12 times longer (hehe) than what you might think to get this working efficiently. I'll take a look at it though, auto-login has been on my list for the ever-elusive, Duke Nukem 4Ever, version 3.0.
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