ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Crafting => Topic started by: Gaderian on September 05, 2021, 07:40:53 AM

Title: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 05, 2021, 07:40:53 AM
Well it is finally here, the BodFiller update to include other craft skills!

Knowing full well that users will just click to download and try to run it, I will put the warnings here at the top where no one will read it. ;)

Code: easyuo
  1. ===================================================
  2. ; Script Name:  s7BodFillerX
  3. ; Author:  snicker7, Gaderian
  4. ; Version: 3.14.15.4
  5. ; Client Tested with: 7.0.90.16
  6. ; EUO version tested with: 1.5
  7. ; Shard OSI / FS:  OSI / FS
  8. ; Revision Date:  09/28/2021
  9. ; Public Release:  09/23/05
  10. ; Global Variables Used: no
  11. ; Purpose:  Fills all smith, tailor, carpentry, cooking, inscription, alchemy,
  12. ;                fletching and tinkering large BODs and small BODs.
  13. ;  Extremely easy setup, automatic. Also callable to fill a specific BOD from within another script
  14. ;  should you so wish to do that.
  15. ;  Works flawlessly on both EA shards AND RunUO Post-AOS freeshards!!
  16. ;  Packy support and dropping finished BODs to a container or BOD book.
  17. ;====================================================

Knowing full well that users will just click to download and try to run it, I will put the warnings here at the top where no one will read it. ;)

What works well:
The good news is that most bods work well on EA/OSI where it has been extensively tested. I have little feedback from the testers on freeshards yet - so if you want to run it there, I am including some helpful information in the next post.

What doesn't work:
Filling LBods when selecting a container to drop the finished BOD (because the SBods are no longer in your backpack!)

Carpentry:
Music Stand - there are tall and short music stands, both SBods are called 'Music Stand' with a picture of which one to fill. I am too busy to add a pixel check, so these are simply skipped. As of September 5, 2021 it is commented out in Craftinfo_2021.txt.

Anything from Alchemy, Carpentry, Cooking, Fletching, Tinkering that requires crafting the ingredient to make the SBod fill item.
Some skills only have a few that are easily handled by pre-crafting the components:

     Craft Skill          Product/Fill item          Components not crafted     
     Fletching          Arrows          Shafts
     Fletching          Crossbow-bolts          Shafts
     Carpentry          keg          barrel hoops, staves and lids
     Carpentry          Furniture items          Wrong orientation - see below
     Tinkering          clock     clock frame, clock parts
     Tinkering          axle with gears     axle, gears
     Tinkering          potion keg     keg, lid, barrel tap
     Tinkering          metal container engraving tool     gears, springs
     Tinkering          sextant     sextant parts
     Inscription          Runebook          gate travel, recall scrolls
     Inscription          RunicAtlas          gate travel, recall scrolls
     Cooking          Baking          unbaked preparation
     Cooking          many          open sack of flour - read note below
     Cooking          Dough, Sweet Dough          These stack and can be exceptional - not sure the script can grab exceptional.
     Cooking          Cookie mix, cake mix          These stack and can be exceptional - not sure the script can grab exceptional.

Carpentry: Note that many carpentry furniture items, the SBod only accepts one orientation. It is the default orientation when first crafted, so if these get shifted and the orientation changes, it may not fill the SBod. In all likelihood the items would accumulate in your backpack until your character is overweight if something causes this. There is no routine written to move the item around to bring it back to the correct orientation for you.

Cooking: Sack of Flour stacks, so it is convenient, but Open Sack of Flour does not stack. The script will not pull a Sack of Flour and open it. The script also pulls probably 30 of an ingredient as a minimum to try to craft enough for any SBod, so with Open Sack of Flour, these are good for several craft attempts (maybe 10? I did not count) before it will be depleted. The script will probably tell you there is not enough to make the SBod quantity. This is probably the logic I wish I had time to fix most, but it is a complete exception to all the other craftables - so it needs a unique fix. I will discuss it in the next post.

Cooking: Exceptional components with same graphic type, but different names are unique to this skill. Many of the graphics are resused but have different names. I did not code for pulling exceptional components and it probably fails the name test. It was reported as a bug, but I do not have time to address this now.

I will say that I have setup exactly the components for all 52 cooking items so the materials can just be pulled and the product created and it works. So in that sense the script does fill the SBod, but I do not consider cooking generally working as well as the other craft skills. It is not as smooth as the other skills.

My thanks goes out to many in the Scriptuo community who worked together to make this project come along.
Kandie
Moonbeast
Thargorff
REEFHAWK
Caines
Formerlyrara
Hitechs

Thargor and REEFHAWK tested everything and reported back or gave me copies of bods that did not work so I could test specific cases. This project would not exist beyond a base discussion without their relentless hours and excellent feedback.
Hitechs worked with the ServUO (trueuo/Heritage) to get inscription working.
Caines and Hitechs did the majority of the typing to expand the craftinfo script with all the different types. I worked on part of it and mostly cleaned it up, but my fingers would have fallen off this year if not for all the help by the team.

Configurable Options:
Code: [Select]
set %PullResourcesOpenCont #true ; Allow resources to come from multiple containers - any that are open
set %CharacterManaMeditation 30 ; this is the value when the script will attempt to meditate to full mana for Inscription
if #maxmana < 30
  set %CharacterManaMeditation 1
set %AdjInitMenuX 0 ; move initial menu left or right by setting negative or positive number
set %AdjInitMenuY 0 ; move initial menu up or down by setting negative or positive number
set %AdjCountMenuX 0 ; move counting menu while crafting left or right by setting negative or positive number
set %AdjCountMenuY 0 ; move counting menu while crafting up or down by setting negative or positive number
Combine slayer spellbooks that are crafted by changing
Code: easyuo
  1. set %SL[slayername] #true
The various slayer names are all listed. If you happen to craft a slayer book, it will accumulate in your backpack today. The default is to keep these aside because of the
Code: easyuo
  1. set %SL[slayername] #false
setting for each.

Known Issues:

Wish list for enhancements (but with no priority or timeline in sight):

Must Read!

Version 3.14.15.1 fix for named tinker items with resource in name
Version 3.14.15.4 fix for freeshard use with a new routine ShardOffsets where specific code for a shard can be added to adjust click locations
s7BodFillerX.euo V 3.14.15 (d/l 20 times)
s7BodFillerX.euo V 3.14.15.1 (d/l 2 times)
s7BodFillerX.euo V 3.14.15.2 (d/l 6 times)
s7BodFillerX.euo V 3.14.15.3 (d/l 36 times)
s7BodFillerX.euo V 3.14.15.4 (d/l 1 time)
craftinfo_2021.txt V 3.05 (d/l 30 times)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 05, 2021, 07:41:12 AM
Working with a freeshard requires some changes.
I am not actively playing any freeshards, so I do not have the resources to go out and work it out. If you want to volunteer to help get it working on a freeshard, then I would be willing to post the revisions to share with others.

There is some auto-detect code for production shards and Heritage. Heritage or Trueuo is the ServUO freeshard that tries to emulate OSI shards, so it has been included in the the detection for gump sizes and click offsets, but needs a different version of craftinfo for all the menu selections.

The s7MakeAnything sub has the detection for OSI shards and Heritage. It is a bit of a hack to include it there, it should inherit the variable for freeshard (or maybe make it freeshardtype so different freeshard setups could work).

I modified how it interfaces with the various gumps. Mostly this is for freeshard use - since production servers were already working. The symptom through version 3.14.15.3 was that it would craft something near the top of the list as an extra item when it was supposed to be setting the material to craft with (iron, plain leather, etc.). What was happening is that it would miss the click location to set the material type and then simply click on the right hand side matching the material. This is corrected in 3.14.15.4 for some shards. If you are looking to run this on a freeshard, make changes primarily in ShardOffsets sub, which is called at the start of s7MakeAnything. I changed the values that were currently required for Alexandria (a RunUO base). Some of the later ServUO (pub 58+) are probably ok other than the requirement for a new craftinfo file.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 05, 2021, 07:41:36 AM
Questions answered:
How is this different that the original s7BodFillerNew.euo script?
First, it handles the other craft skill bod systems: alchemy, carpentry, cooking, fletching, inscription and tinkering.
Second, it allows you to have any open container allow pulling materials to craft the products. Since the materials have expanded beyond the original 9 ingot types, boards, 4 leather types and 4 cloth types, it makes sense to allow more containers.

What does it do special about crafting a whole stack (like arrows or bolts)?
It will pull about 30 of each component (shafts and feathers) then make all 30 at once if your skill is high enough. Then it will split the stack so you only have as much as you need to fill the SBod and drop the rest in the primary secure to stack there. Next time it will pull from that primary secure first before crafting any. While it will probably make another 30 it will now leave a stack back in the secure available to pull next time without making new - assuming filling 3x 20 SBod.

What does it do about slayer spellbooks that are crafted?
If you set the various slayers to #true in the script (it has to be hard coded - I never made the menu version available) then those slayers will be eligible to combine with an SBod. #False = do not combine.
Some people don't consider a slayer book as important while filling bods, so they could set all those to #true and any spellbooks will be combined with the SBod.
Others want to hold back the rare 'Reptile' slayer or 'Orc' Slayer to equip their PVM characters and figure they might as well save those. In this case, leave those and '#False' and your backpack will just leave the book there and ignore it when combining. Now if you set any to #true, these will also be pulled from the primary secure - so be mindful of what you use for that primary secure and what is stocked in it.

How do I get this to work on my freeshard?
The previous post is dedicated to that, but the major item is revising the craftinfo file. That matches up the name of the item, the type, the menu selection choices to craft it and the ingredients.
The ingredient types are hard coded into the s7BodfillerX script and need the name to type exchange changed.
If you do modify this for a freeshard, I would love to discuss it with you and be able to post it for others to benefit here.

Cooking (or specific other items) doesn't work! - What is wrong?
Most of the crafted items that work well pull raw materials and craft the item. Cooking is different where many of the SBods have components that are also crafted. Here is an example:
Here are 5 potential steps that would be required to make 'Baked quiche'. The script just doesn't have the internal routines to make all the layers of sub-items. If you have a stack of 'uncooked quiches', then the script will pull that component and bake these to produce the baked quiche to fill the SBod.
So it isn't so much that it doesn't work, as much as Cooking is more complex than the other 7 craft skills. Most of the SBods for Cooking have more than a single layer of components that require crafting.
The other Crafting Skills have a few SBods that work that way:
If you can stock the immediate components, or even the finished product when it stacks (arrows and crossbow bolts are a great example), then it will fill those SBods.
It is my opinion that a preprocessing script that calls s7BodFillerX is an ideal project to overcome this limitation. A good start on such an idea stem's from Timbo's script here: http://www.scriptuo.com/index.php?topic=6995.msg59927#msg59927 (http://www.scriptuo.com/index.php?topic=6995.msg59927#msg59927)

Why doesn't music stand work? When will you fix music stand so that it works?
There are 2 SBods which are labeled 'Music stand' and there is a graphic on the gump when you open it to show a tall or short music stand. It is only fillable by the tall or short music stand that is in the picture, but there is no other identifying mark. Fixing this means the script has to open the SBod, wait for the gump to appear, then test the pixel location offset to determine if it is the tall version of the music stand or the short version. This is the only SBod we found among hundreds that has this kind of issue or requirement.
I decided it was better to release the script today rather than spend the time to fix this (and some of the other quirks, like trying to craft subcomponents).
Today, music stand (both tall and short) are commented out in Craftinfo_2021.txt and it returns (no longer blocks- yeah!) a value of 'unknown'. s7BodfillerX checks for #RESULT = UNKNOWN and skips any SBod returning that value from craftinfo. This has the added behavior that running the script against mis-defined craftinfo items (like to try to setup for a free shard?) will not halt the script like older versions did.

Why do the menus not show up for me?
You need to be running the recent versions of Easyuo - download a fresh copy from easyuo.com 1.6.0.335 and you will be pleased with the menus.
I decided I wanted some new menu options that are only available since Cheffe redesigned the menu's 3 or 4 years ago now. Specifically I now can give a list of all the craft items that are not known from craftinfo in it's own menu. In the past, only 1 menu was allowed, so the count menu would be destroyed to set a menu in craftinfo. Now we can have multiple menus (well, technically these are called forms now) and so I have a non-blocking display that comes from craftinfo to give you a list for anything that gets skipped.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: gimlet on September 05, 2021, 10:41:31 AM
Nice!
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: cybercasper on September 05, 2021, 02:32:48 PM
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: dingleberry on September 08, 2021, 12:49:09 PM
Awesome! Thank you. Will run this thru and see what happens. Well done! :D ;D :laugh:
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: formerlyrara on September 09, 2021, 08:59:59 AM
Thanks for the mention, and more so the ability to test this for you... Had a great time and i will say testing over 4k bods worked very well, small issues which worked through!!! Give it a go and give Gad his props.. Great job on something that needed a lot of work on it.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: dingleberry on September 09, 2021, 11:00:06 AM
Ran this with blacksmith BODS on OSI server and the script stopped after it could not find a trash can. Not sure why it just didnt smelt the non-exceptional arms back into ingots. Is it trying to throw out the non-exceptional items?

****************************************************
UPDATE:
I put down the trash can and its keeps moving along no problem. I must have modified the original S7Filler to ignore the trash can, because I only used it for blacksmith and tailoring. And for tailoring, I knew I didnt want to do bone BODS because of no way to recycle them if they werent the correct item type for BOD.

So far, no issues within blacksmith\tailor. Much appreciate the update, THIS SAVES SO MUCH CLICKING!!!!
Thank you!
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 09, 2021, 07:33:59 PM
Hi dingleberry,
I happen to have a trash can in my crafting station in reach of my forge and anvil. It must be the other testers did as well because no one pointed out that the script now requires a trash can in reach. I looked at the code and you are correct, it does require a trash can or venus flytrap in reach. Thanks for the feedback - I will add it to the first post as a requirement.

The original s7BodFillerNew.euo that this work was based on only trashed non-exceptional bone items when filling an exceptional bone Sbod. That is a small fraction of what it produced, because everything else could be smelted or cut.

When other BOD skills were added, it became glaringly obvious that there was a significant delay to trash items since most of the other craft skills have no way to recycle items. So the decision was made to improve the whole trash method and one of those elements was to require the trash can present. (The boring technical issue is that both the trash can identification and the item evaluation for '[non-]exceptional' or name matches when types are the same (bows, staff weapons, potions, pies, etc.) require #PROPERTY in the same part of the code. Filling #PROPERTY via 'event property' takes up to .25sec to complete. I was looking for a way to eliminate as much extra delay as possible and moving the trash can logic earlier - even if it isn't used - seemed a reasonable trade off. The script's logic takes that .25s once at the start of the run, but skips it on each iteration for crafting an item.)

If you have only done smith and tailor with this version, your gain over Snicker7's original is a little anti-lag code and a couple of already documented click location fixes and gump sizes. The glory is that this will do all those other crafted BODs. Want a "Guaranteed Spellbook Improvement Talisman", runic saw or fletching tools, resource maps, ingot transmutation cauldrons? This will get one you one those with all the automation gusto it can! ;)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: dingleberry on September 10, 2021, 05:15:45 PM
I will be using it for all the BODS, just currently had run it thru with the two types. There is no doubt that it functions 100% better and includes so much more. I am just a mid level programmer\writer, so I kind of understood why the trashcan and the need for it and a lot of the problems and dilemas you have to write into the script so that it accounts for every thing. Thanks again 1000000 times! This is a fantastic script! ;)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 23, 2021, 05:02:22 PM
Update for material names embedded in product.
Current version 3.14.15.1

Also added to the warning that it can trash/combine loose jewelry in your backpack or primary secure - so not a good place to keep those kinds of items. This kind of issue has been around forever, but just adding the explicit warning into the above description.

Found I left debug info in that and tried to go replace it but someone downloaded the broken version. I would suggest downloading it again or modify the "set %debug..." line to "set %debug n/a".
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 27, 2021, 09:55:36 PM
Version 3.14.15.2
Fixes for
Bola Balls (color always the same regardless of material)
Timer wait around opening trash can
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on September 30, 2021, 11:15:28 AM
Had dull copper Nunchaku 15 pieces tinkering BOD that kept saying I didn't have the resources. I tried even manually putting the resources into my bag and it would not work. Eventually had to do it manually.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 30, 2021, 11:29:15 AM
What are the resources? What is listed in craftinfo?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on September 30, 2021, 01:20:16 PM
It takes ingots and boards.

I tried using this script on my other Nunchaku BODs of various sizes, color ingots, and quality and every situation came out the same with it claiming it didnt have the resources.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 30, 2021, 03:21:20 PM
I will look at it when I get time.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on September 30, 2021, 03:52:55 PM
Sometimes "Metal container engraving tool" is used in place of the "tinker's tools" causing the script to get stuck.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 30, 2021, 06:35:55 PM
Sometimes "Metal container engraving tool" is used in place of the "tinker's tools" causing the script to get stuck.
This one needs more information. There is code specifically in the script to handle these based on the color of the items. While the type is the same, both tinker's tools and the metal container engraving tool are differentiated by testing the color of the item to make sure it matches.

My curiosity is piqued by the 'Sometimes'...


Whatever the failure, it must be reproducible and 100% of the time the script logic has to run that course.

The script crafts its own tools, so it won't pull a tinker's tool from a secure to make something. The only thing that will be pulled from the primary secure are finished items to add  to the SBod.

It keeps using the same craft tool until it wears out, so for it to switch to a new craft tool item in the middle of the craft cycle the tinker tool must break. This will cause it to select a new tinker tool.

The craft tool selection happens by 1 routine, but there is a special case to handle tinker's tools vs the other craft tools. Since there is a 'tinker's tools' SBod, this gets some special treatment to make sure we do not use the last tinker tool. (This coincides with my comment about not pulling tools from the resource container, but always making what it needs.)

There are several SBods that have the same TYPE but different color or name, so I gave a lot of attention to testing these cases (tinkered jewelry, tinker's tools/metal container engraving tool, scribe's pen/spellbook inscription tool, fletching and carpentry weapons, etc.).

To have no metal container engraving tools in your backpack and start to craft to fill an SBod (I have tested this), it works - making the items and combining the SBod.

Since the script would loop on the engraving tool, the next time you experience this can you give some more details about what is happening and what is in your backpack? Are there 0 tinker's tools? Are there 3 tinker's tools? Did it just craft new tinker's tools?
If it is reusing the metal container engraving tool as a tinker's tool, then you should be able to put 2 engraving tools in your backpack, 1 tinker tool and the script should try to use the metal container engraving tool once the tinker's tool wears out - when filling ANY tinker SBods. Please test this situation with your setup.

I ask you to test it because there may be something in your environment and setup that I didn't think about.

We'll get to the bottom of it. :)

Thanks!
Gaderian

[/list]
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on September 30, 2021, 06:50:37 PM
It fails and starts using the engraving tool when the tinker tool runs out in the middle of the process. That is 100% reproducible for me so far.

This occurs even if there are other tools in the bag.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on September 30, 2021, 10:31:26 PM
Nunchaku fixed in my version. These had a double issue. I corrected the generic issue that will apply to color material but with more than 1 material (the first issue with Nunchaku) - this was looking for a color of ingot and the same color for board. Now it only looks for the color of ingot (correctly) and uses plain colored materials for the remainder of boards, ingots or cloth (I do not know if any have a 2nd ingredient as leather... need to check that). The second issue was the same as Bola Balls - no matter what material you craft with, the finished item has a fixed color.

Before releasing this, I would like to ask for some help with some data gathering. I don't have time to do it, but I would like to figure out all the items this applies to before going further. I do not want to release 100 versions of the script just to fix 1 item at a time. If no one can help, it will get done by me eventually, but probably 1-3 months.

Here is what the work would be:
craft one of each item in some colored material (like dull copper or oak) and get the color data. Do any items not have the same color as the primary colored material?
Craft a nunchaku in dull copper, it is named "dull copper nunchaku" with a color of 0 instead of 2419 (dull copper color). I already did all the names over the summer, but I did not research the colors. Now I wish I had, but we are where we are.
A simple script could be created to do the data gathering. It would take a supply of cheap colored ore (wouldn't matter what, so dull copper and any of the lesser woods (oak (2010) or ash (1191)) would be sufficient. I placed the colors that match the material in parentheses.

Craft skills to be tested are: carpentry, tinkering, fletching.

As for the metal container engraving tool/tinker's tool issue, I will need an SBod. If you are willing to give 1 or a few to me, I can work on it.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 01, 2021, 04:20:38 AM
I think I've filled all of my container engraving BODs but I am probably going to be done filling all my other BODs later today and doing turn ins so I'll probably have some more tonight or tomorrow that I can give you.

I play on Atlantic.

As for the testing you need done I will try to get to it when my time allows. I spend way more time scripting UO than actually playing it right now because of parenting and family duties. I might be able to get some of it done tonight though.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 05, 2021, 11:47:37 PM
So here is the tinkering list that needs to be modified for the exceptions.
This list needs to be reduced by how many items cannot have a SBOD with anything other than iron ingot and plain wood.
If someone is willing to try bribing up the bods and see which get no more bribes after basic material, exceptional, 20 count, that would be helpful.

Carpentry and Fletching may have some items that need to be added to the list.

Again, this list is items crafted with material like dull copper, ash boards, spined leather, but are not taking on that color of the material.
There are 2 kinds of entries needed:
1) doesn't matter the material used - crafted as the same color (example 'clippers')
2) more than 1 material but can call for other colored resources (this needs to be filled out - nunchaku had metal and wood. The metal could be a different material, but for the wood the color doesn't matter).

ItemAlways a ColorMultiple ingredients
===========================================
Axleyesno
Axle With Gearsyes2
Barrel Hoopsyes?
Barrel Tapyesno
Bola Ballsyes?
Bolasyes2
Clippersyesno
Clockyes2
Clock Frameyes1
Clock Partsyes1
Copper Keyyes1
Dovetail Sawyes1
Draw Knifeyes1
Dull Copper Hammeryes1
Dull Copper Hatchetyes1
Dull Copper Nunchakuyes2
Dull Copper Pickaxeyes1
Dull Copper Sledge Hammeryes1
Dull Copper Smith's Hammeryes1
Fancy Wind Chimesyes?
Fletcher's Toolsyes1
Flour Sifteryes1
Froeyes1
Gearsyes?
Hingeyes1
Inshaveyes1
Jeweled Filigreeyes?
Jointing Planeyes1
Lockpickyes1
Mapmaker's Penyes1
Metal Container Engraving Toolyes?
Mortar And Pestleyes1
Moulding Planesyes1
Paper Lanternyes?
Rolling Pinyes1
Round Paper Lanternyes1
Sawyes1
Scissorsyes1
Scorpyes1
Scribe's Penyes1
Sewing Kityes1
Sextantyes1
Sextant Partsyes1 (Parts menu)
Shoji Lanternyes1
Shovelyes1
Skilletyes1
Smoothing Planeyes1
Springsyes1
Tinker's Toolsyes1
Tongsyes1
Wind Chimesyes?


My current guesses:
Tinkering - wood color doesn't matter.
Carpentry only wood color would matter, but there may be some items where regardless the material the color is the same. (still needs investigation).
Fletching - only wood color would matter, but does the multiple resource items come in color matching the wood??
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 08, 2021, 05:19:38 PM
Finally got around to turning in my Tinkering BODs to get new ones and help you with this but the script I have for turning in BODs and gathering the rewards doesn't work on tinkering for some reason.

I was using Penny's BOD Swapper ( http://www.scriptuo.com/index.php?topic=14992.msg125421;topicseen#msg125421 )

Manually turning in these bods (500+) for points is very time consuming. I need to find a solution.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Insideout on October 11, 2021, 10:22:24 AM
All I can say is thank you! Ran it with some fletching and alchemy bods once I figured out set up it worked flawless.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 13, 2021, 08:33:13 AM
Ran into a big issue with tailoring.

Had a spined leather bone helmet 10 normal BOD.

The script was making them endlessly and trashing them. They were all exceptional bone helmets so I am thinking that maybe because they were exceptional it was having an issue with them?

I didn't catch it until it had trashed 91~ helmets. Luckily I caught it and was able to pull them all out before they were deleted.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 13, 2021, 08:35:47 AM
What color are spines bone helms? Is it the same color as spines leather or just regular bone helm color? What is the value for #findcol when you find a helm?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 13, 2021, 08:37:27 AM
The helmets are normal color.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 13, 2021, 08:38:50 AM
That is the same issue as the table of tinkered items. Thanks for reporting that. I will be able to correct that with the next version.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 13, 2021, 09:03:07 AM
This appears to be the case for all bone armor with none normal leather.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 13, 2021, 07:40:44 PM
"Wood Container Engraving Tool" gets hung up when the wood type is other than normal.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 14, 2021, 12:46:48 AM
"Wood Container Engraving Tool" gets hung up when the wood type is other than normal.

Was this for an exceptional SBod? If so, then I found and fixed this issue. It would have been more generic to apply to any of the items that are for an exceptional SBod and where the color is always the same regardless of source materials.

If it was not for an exceptional SBod, then I need more information.

Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 14, 2021, 03:56:59 AM
In every case it was a normal oak.

Wood container not metal container like we discussed earlier.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 14, 2021, 09:32:43 AM
I understand this is a carpentry item.
Is the name of the crafted item “wood” or “wooden”? All the online documentation state wooden.
If it really is “wood container engraving tool” then craftinfo needs to change. If it is “Woden” then I need to step through the code.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 14, 2021, 01:50:29 PM
"Wooden Container Engraving Tool"
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 14, 2021, 07:41:26 PM
So, Wooden Container Engraving Tool (WCET) has 2 ingredients: boards and ingots. So this is more related to the Nunchaku solution than the tinkered items which make the item in only 1 color.
Bone armor makes items in 1 color and has 2 ingredients (leather of some color and bones) - so were affected by both issues.

I included a bunch of items that should override for the correct color of the item for tinkering. I did not test all of these.

I fixed the logic that any ingredients other than the first one would have plain (0) for it's color. I only tested the WCET and Bone armor (I made spined bone for one item and barbed bone for all the rest, but made a complete set of bods to cover a suit).

If I get more feedback, I will work at stuff next week when I am off, otherwise it will likely be the end of the calendar year to fix anything else that is deep.

New version posted 3.14.15.3
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on October 14, 2021, 07:42:51 PM
I'm going hard on BODs lately and will continue reporting any issues I find.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Thargorff on October 20, 2021, 05:32:26 AM
Thank you for your hard work on this Gaderian. And thank you for the opportunity i had to help you testing it in the development phase
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 20, 2021, 10:29:21 AM
Thargorff,
Between you and REEFHAWK, you two did 99% of testing and great feedback. This project would still be a dream without both of you helping. Much appreciated.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Hitechs on December 06, 2021, 11:39:56 AM
Great script, thanks gaderian and everyone that helped,

Inscribe:
just put 5 full sets for circle 7 larges , 5 full sets for circle 4 larges in backpack and hit play, it filled them all.
also called this script from mine and filled like 600 smalls.

Seems to have issues filling the larges, but if i stop and restart, it will add a few smalls to the large and error again

other problems found so far was one reg, and one scroll
(not sure if they my edit errors , or my errors helping in development, or me running old versions)

outstanding job , all !


(https://cdn.discordapp.com/attachments/697290658867838977/917488541104218222/unknown.png)
(https://cdn.discordapp.com/attachments/697290658867838977/917495602173059113/unknown.png)



(https://cdn.discordapp.com/attachments/697290658867838977/917495397981782086/unknown.png)
(https://cdn.discordapp.com/attachments/697290658867838977/917495398250196992/unknown.png)



Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Hitechs on December 06, 2021, 11:43:15 AM
Not sure if its my issue or something else,

Quote
Seems to have issues filling the larges, but if i stop and restart, it will add a few smalls to the large and error again

https://cdn.discordapp.com/attachments/697290658867838977/917515040385552445/unknown.png (https://cdn.discordapp.com/attachments/697290658867838977/917515040385552445/unknown.png)

https://cdn.discordapp.com/attachments/697290658867838977/917514753734217758/unknown.png (https://cdn.discordapp.com/attachments/697290658867838977/917514753734217758/unknown.png)

https://cdn.discordapp.com/attachments/697290658867838977/917514481658122300/unknown.png (https://cdn.discordapp.com/attachments/697290658867838977/917514481658122300/unknown.png)

https://cdn.discordapp.com/attachments/697290658867838977/917514432064667718/unknown.png (https://cdn.discordapp.com/attachments/697290658867838977/917514432064667718/unknown.png)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 06, 2021, 08:09:22 PM
It is a script based issue. It is trying to match up the color of the large and the small together. Think about it from the standpoint of colored materials - spined leather or copper ingots - and it makes sense.

When it comes to some items that either have the same color regardless of material (tinkered clippers are the same color, as an example) then there are exceptions to the above rule. This is the rule that needs to be used for inscription. I suspect that all the inscription LBOD/SBOD filling requires this kind of exception.

That is without looking at it or trying it - sorry a bit overwhelmed on my current time schedule. I will have more time next week if you still need more help.

Gaderian
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 07, 2021, 09:42:31 AM
I'm jumping into BODs heavily again now that the event is over. Will probably fill 10k~. Will report issues as I go.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Hitechs on December 07, 2021, 05:10:59 PM
guess i need better debug skillz,
(could start up private test shard, and make my own bods)

4 sets & larges (left 1 small out of each large for testing)
crafted all smalls for large but 1, script filled all smalls no issues
got error a few times filling large,
stopping and starting script a few times got the larges filled

picked up last 4 smalls, hit play,
only adding 1 small to each large completed without error.

guess i need to test / debug more,

here a lame video, ya i know lol
but has the easyuo var list in view
(might need to wait little more for youtube to make HD)


https://www.youtube.com/watch?v=iQH784fE6kw&t=791s (https://www.youtube.com/watch?v=iQH784fE6kw&t=791s) = time it starts to fill larges with errors

https://www.youtube.com/watch?v=iQH784fE6kw&t=1147s (https://www.youtube.com/watch?v=iQH784fE6kw&t=1147s) = time i start it with last small for each, that completes without error

https://www.youtube.com/watch?v=iQH784fE6kw (https://www.youtube.com/watch?v=iQH784fE6kw) = whole video

Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Hitechs on December 07, 2021, 05:58:39 PM
made 2nd video,

three full bod sets & larges,
starting script multiple times after errors, finally got all the larges filled
(might need little more time for youtube to make HD)

https://www.youtube.com/watch?v=qCN-7k03cK0&t=696s (https://www.youtube.com/watch?v=qCN-7k03cK0&t=696s) = time script starts filling larges / errors
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 07, 2021, 06:45:05 PM
My guess is that there is a ghost item in your backpack.

The script issues a finditem for all BOD types in your backpack and the first one receives the #findcol value, which is 0. This doesn't look like the case because you do not seem to have a random scroll (of the same type as a BOD - there are others that share this type) in your backpack.

Now it passes that #findcol value to figure out what type it is among valid BODs and produces the error.
What is interesting is your first video manages to fill the initial large except for the lacking SBOD. Then it is the second attempt to fill a large of the same types that fails. At this point several of the SBods would have been combined into the LBod, so the ghost item seems likely. I am not sure I tested filling several LBods of the exact same specifications, so I think your error is valid.

You should prove it by displaying a little more information before making a fix. How would I do that? Adjust the s7FindSBod routine to display the information and give me a chance to examine what my variables are at the point of the error.
Test it with the following alteration to this routine:
Code: [Select]
;///////////////////////////////////;
; s7FindSBod
; finds a filled sbod in backpack by name, quantity, and quality
;///////////////////////////////////;
sub s7FindSBod
  set %FSBProp %2
  set %FSBcnt %1
  finditem EYM C_ , #backpackid
  set %FSBfindcnt #findcnt
; Insert test code here
if #findcol = 0
 {
 display ok script paused because #findcol = 0 - verify the #find... variables
 pause
 }
; End test code
  gosub SetBodType #findcol
  set %s7BFSbodType #result
  for %FSBfindI 1 %FSBfindcnt
  {
    finditem EYM %FSBfindI C_ , #backpackid
    gosub s7GetProperty #findid A , #spc , Bulk , #spc , Order , #spc , Deed$
    if %FSBProp in #property && large , #spc , bulk notin #property && ( ( %s7BFLbodExceptional && exceptional in #property ) || ( ! %s7BFLbodExceptional && exceptional notin #property ) )
    {
      gosub s7GetBodAmountMade
      gosub GetBodMaterial #Property %s7BFSbodType
      set %s7BFSBodMaterial #result
      if %s7BFBodAmountMade = %FSBCnt && _ , %s7BFSBodMaterial , _ in _ , %s7BFLBodMaterial , _
        return #true
    }
  }
return #false
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 07, 2021, 08:06:25 PM
I was running that routine above through my head. It is troublesome to me.

The only way that could be valid is in the case where you have only 1 kind of SBOD/LBOD that you are trying to fill, I think. So the error you are experiencing doesn't even belong as a validation step, because the type of BOD can be retrieved in the loop as it processes each BOD - which is where that kind of logic belongs. Also, it should be more lenient and if a #findcol returns a bad result, that item should just be skipped in the loop.

Of course, all this is without any testing on my part. I have observed a few minutes that you indicated from your videos and looked up the situations where the error message can be generated.

So, at this novice moment, I believe that whole setting of %s7BFSbodType #result by #findcol is wrong. (I believe I am entitled to such a judgment as the author.  :angel: )
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 08, 2021, 12:49:28 PM
Doing Alchemy BODs for the first time...

Script hangs on nightsight potions.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 08, 2021, 01:12:12 PM
20 lesser poison potion BOD... I keep getting the message "This item is not in the request." and the BOD filler thinks its made 20/20 potions but there are only 15 regular poison potions in my bag.

After removing the potions it began operating normally again and made the proper potions.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 08, 2021, 07:10:37 PM
Had another similar experience to the one above.

BOD is asking for 15 heal potions and the script keeps grabbing 6 lesser heal potions out of my secure and getting hung up.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 08, 2021, 09:43:22 PM
So in each of these cases it is pulling items from the secure which are the same color but a different name for the alchemy potions?

If you do not have any premade potions, does the script work?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 09, 2021, 02:47:33 AM
Yes, left it running last night after I put all the premade potions away. Completed all of the BODs without issue minus things I didn't have recipes for or the nightsight potions which are hanging for some reason.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 09, 2021, 07:40:03 AM
I think nightsight potions hang because of a name discrepancy. If you craft it or buy it, the spelling is different. That probably needs some coding to handle all the options.

I found some that were bought would not have names but only a color description.
Also, the similar colored potions (all refresh potions are red, all poison potions are green) is why it gets confused when not making potions itself.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Hitechs on December 09, 2021, 06:12:45 PM
was trying to add a fast start var / when i hit play just start filling all bods in backpack with secure hardcoded,

was a little tricky because i kept skipping parts that script required to work,
the hack i ended up with below, should it be done differently?

edits i made, now when i hit play script just starts filling:
(also unchecked %freeshard & %PullResourcesOpenCont in menu )

at top:
Code: [Select]
; 45 moves it about 1 inch right or down
set %AdjInitMenuX 0
set %AdjInitMenuY 0
set %AdjCountMenuX 0
set %AdjCountMenuY 0
set %fastStart #true                   ;--- added this , if set false script runs normal ----
set %materialSecure UWDDLMD  ;--added this , material secure ----


Code: [Select]

 menu setdef fontstyle 0
  menu Text lblSelectedBods 150 30 Selected BODs:
  menu List Create lstSelectedBods 7 55 283 180
  menu Check chkOpenCont 298 58 270 20 #false Pull from Open Containers? ;-- added this
 ; -- made #false ;- %PullResourcesOpenCont changed to false
  menu Check chkFreeShard 298 80 270 20 #false Freeshard?                        ;-- added this
 ; -- made #false ;- %freeshard changed to false
  menu Check chkFillLBods 298 102 270 20 #true Fill Large Bods?
  menu Button btnChooseSecure 298 126 200 28 Choose Secure

Code: [Select]
      menu setprop btnFillAll visible #false
    set %readyToGoAll #false
    wait 1
  if %fastStart = #true               ;-- added this
     {                                         ;-- added this
      gosub chooseSecure            ;-- added this
      set #menubutton btnFill_all   ;-- added this
     }                                         ;-- added this
  }
  set #lpc 100
return


Code: [Select]
sub chooseSecure
 if %fastStart = #true                                         ;-- added this
     {                                                                  ;-- added this
      set %s7BFTargetedSecure %materialSecure   ;-- added this
      goto skipThis                                                ;-- added this
     }
  menu set s7BFMenuStatus Please target your secure:
  gosub s7GetTarget
  set %s7BFTargetedSecure #result
  set %s7BFPackAnimalID N/A
  skipThis:                                                          ;-- added this
  finditem %s7BFTargetedSecure
  if #findtype in bo_wn_zgb
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 10, 2021, 09:44:44 AM
Looks like you have all the pieces to make that work. It could be done differently, by setting the variable for the secure, but you still must open it. So it would only be one line less in the script. IMO good enough.

I would setup something by material container by character and write to the registry-for something more generic to publish. As long as you are doing it just for yourself and you understand that - it works fine.

Gaderian
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on December 11, 2021, 08:40:50 AM
I think nightsight potions hang because of a name discrepancy. If you craft it or buy it, the spelling is different. That probably needs some coding to handle all the options.

I found some that were bought would not have names but only a color description.
Also, the similar colored potions (all refresh potions are red, all poison potions are green) is why it gets confused when not making potions itself.

Do you think that's something you will be able to fix eventually? (the nightsight potions)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: formerlyrara on December 11, 2021, 08:43:50 AM
Track you might be able to do it also, I am going to play with the IDs and Names cause certain potions from the plant deco item that provides potions, some do not stack together, but use tool id and see if item id or colors in the script change or adding might work (i know i am going to be filling 5k bods next few days) so will be using all portions of script.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 11, 2021, 05:44:49 PM
My goal was to turn out the whole project last summer while I was off work during my summer break from school. I accomplished that with a LOT of help by others that I acknowledged earlier.

There were 3 people testing stuff for me extensively this summer and we collectively got lots of things to work. While I did most of the coding, I would not have gotten this done without the testing - so I credit the team! If at any time you are inclined to tell me 'thanks', you should send the people I credited earlier the same kind message. Several people in the preceding months contributed data and helped with typing up the craft data.

It still does all the blacksmith and now the tailoring is fully functional. I suspect tailoring worked fully in the past, but encountered changes by OSI which broke some of it's logic.
Tailoring - fixed bone armor
Large bod filling - fixed
You might think, well the old one did most of that, but with all the material expansions and general coding - the above was revised slightly to still function.

Added inscription (including mana testing, stackable, some automated rules to handle runebooks, runic atlas, spellbooks - so these were not combined).
Added tinkering without consuming your last tinker tool which would break the script. This also had stacking and color and name change issues.
Added carpentry (with the exception of music stands - tall and large).
Added fletching (including arrows and bolts).
Added cooking, but it only makes stuff from 1 layer of crafting. Most of cooking is too complex from gathered raw materials to smoothly automate filling bods for long periods.
Added alchemy, but it has externally introduced issues - not crafting issues. All heal potions are the same color yellow, while all poison potions are the same color green and all cure potions are the same color orange. There are store bought potions which come with a color name but not a potion name (an orange potion vs a lesser cure potion). This color-based-name is something I have no way to fix. Once upon a time you could use taste id skill and identify those potions by name, but I do not know if that function still exists in the game. I have no idea with the data to figure out a solution to identify the potions that are badly named. If you have an idea, write it up and we can discuss it further. I am always open to suggestions.

The nightsight vs night sight name issue could be fixable, but it requires a hard coded exception. I have tried to keep exceptions to a minimum. I did not count the exceptions in the script, but I am guessing it is a few dozen items that have exceptions in the code - some are handled generically, but others are handled with a value that is tested and applies to many items.

The most common exception coded addresses the color fix specifically - most of the time the smith, tailoring, carpentry, some tinkering and fletching items have exceptions when colors do or do not match the material. Smith items made with valorite - generally have the color of valorite in the crafted item. Most tinker items have the color of the source material, but tools generally do not override the color - it is the same regardless the material. This tinkering exception happens with bone armor, which is why it failed in the original Snicker7 script - which I suspect was a change since it was first written.

I spent an estimated 300 hours working on the script this summer. Thargor would run a massive amount of scripts most evenings and report back which didn't work. REEFHAWK was very methodical. He would take a skill and work through all the bods, testing base material versions, then color material versions and mix it up with various quantities. He assembled large bods to fill with the small bod components. If it were not for them, this script would have consisted of the original Smith, Tailor and the first one I did solo which was Inscription.

I do not have time to test - life is overwhelming at the moment and foreseeable future for me. If you want me to take any time to work on something, you will have to do some legwork. Consider how REEFHAWK contributed to this project - he isolated what worked and what did not work for a specific SBOD or a LBOD with it's component SBOD parts. He explained how he setup his work and which options he selected in detail. Both he and Thargor would set aside a set of bods to give me to show the problem. This is the kind of detail I would require before loading up the script.

My estimate is that it takes between 1 to 5 hours of my time to fix something - assuming I have the BOD to test the issue. If I do not have the SBOD, then I have to know some real information about it, like what returns in #PROPERTY and the various #FIND variables to do a mock testing. The reality is that I have not been playing the game now for several months, so I won't login to try to collect a problem BOD.

I welcome the information on how to reproduce the problem. I probably need a copy of the BOD(s) that demonstrate the issue. Coding and scripting are my de-stress hobby - so I enjoy this, but time is limited - so I would need help.

Gaderian
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on May 22, 2022, 08:52:50 PM
So my semesters are done until mid-August, so I had a very specific problem to address. This version (3.14.15.4) has to do with freeshards and I modified the 2nd post in this thread to discuss it a little. No other real change from the previous version (3.14.15.3).

I was thinking about the alchemy color and name issues for crafted versus purchased potions. Does anyone know how taste id works? Is it possible to fill a potion keg, then use taste id on it and empty the keg into potion bottles and have the name work? Will it change an orange potion into "lesser cure" potions by name?

I do not even know if "nightsight" and "night sight" potions can combine into the same SBOD. Has anyone tried this? If it is allowed then modifying the script would be on the table.

Gaderian
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on June 18, 2022, 05:06:45 AM
So the previous version (3.14.15.4) left the debug stuff in it. That means it would run, but pause at lots of places.

There were a bunch who downloaded it, but no one let me know until this morning. So the debug info is reset and the script (3.14.15.5) has been uploaded.

Gaderian
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on July 23, 2022, 10:17:16 AM
Once my life gets back to normalcy I'll start running this again and let you know what I come across. I'll try to play around with the issues you are looking at recently as well.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on August 23, 2022, 07:53:37 PM
Filled about 5k tailoring BODs without issue.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on October 31, 2022, 01:12:25 PM
For some reason, the material for Taylor Bоd takes but then does not find it in the bag...And he writes show me what material to use
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 31, 2022, 03:21:26 PM
I am not sure what you mean. Were you able to follow the setup instructions?
Can you give some more details on what is happening? (Use a language translation tool if you need to.)
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on October 31, 2022, 05:29:15 PM
После всех настроек и запуска, он выбирает ткань, кожу, кладет в пак и задает вопрос "Какой материал вы собираетесь использовать" если сделать клик на ткань, кожу он изготавливает вещь. И снова задает вопрос
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on October 31, 2022, 09:42:36 PM
После всех настроек и запуска, он выбирает ткань, кожу, кладет в пак и задает вопрос "Какой материал вы собираетесь использовать" если сделать клик на ткань, кожу он изготавливает вещь. И снова задает вопрос

Google Translate:
After all the settings and start-up, he chooses the fabric, leather, puts it in the pack and asks the question "What material are you going to use" if you make a click on the fabric, the leather he makes the thing. Again, he asks the question.

Is this on a production shard? Or is this on a freeshard?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 01, 2022, 04:20:15 AM
It's not on a frishard, on a regular one. Write a question about the material and the sight. And so in a circle
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 01, 2022, 07:12:26 AM
This script was developed for an OSI shard. Free shards have their own differences. You will need to figure out those differences to change it to work. I can’t support all free shards, because I do not play on those. If you get it working successfully on your shard and share it with me-I can add it to the section for free shard to document needed adjustments.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 01, 2022, 08:53:52 AM
No, no, I play exactly on the OSI
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 02, 2022, 01:49:51 AM
The script can pull resources from all open containers. It will need a primary container. This is the container you have to select when the script begins - before you can fill any BODs. It will use this primary container to drop excess components or tools.

I tend to run the script with a relatively empty backpack to start - except for BODs to fill and a tinker tool. It will pull raw materials from open containers. It will also pull already crafted items to fill most of the BOD types. This allows setting up stacked product to use when filling BODs. In particular, this was done to allow having a stack of arrows, bolts or food and potions. It will also return these kinds of items that can be in a stack to that primary container you selected.

Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 02, 2022, 10:43:52 AM
To describe it briefly, he takes the right material, then puts it in a pack and then the inscription "Which material to choose" appears If you click manually, he will do the right thing. But the same inscription appears again....
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 02, 2022, 01:31:40 PM
Which tailoring bod are you making?

I will load it up to see where it is in the script.

Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 03, 2022, 04:37:02 AM
At the moment, simple bod are сloth and leather
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 03, 2022, 11:49:08 PM
So I loaded up 2 Tailoring small BODs.
1) leather sleeves, exceptional, 20 count, barbed leather
2) tricorne hat, normal, 10 count, cloth
Choose container -> target the container that holds some barbed leather and cloth
Had the 2 BODs in my main backpack along with some plain iron ingots and a tinkering tool.
Chose "All" bods - the menu writes the description of each bod into the menu display.
Chose "Fill" button

The script sets up the open containers on screen.
Crafted the first bod (leather sleeves) worth of items. Combined items.
Crafted the second bod (tricorne hat) worth of items. Combined items.

My conclusion is that the script works perfectly as intended by following the setup instructions.
If you are experiencing further issues, you will have to supply real details on your issue. I never was prompted for anything about "Which material to choose".

My best guess is that your setup is not correct.
Easyuo
Classic OSI client (client.exe)

If you aren't using what is above, and you might be using something like the Orion, ClassicUO, UOSteam, OpenEUO, or something else, then you will need to abide by the setup.
If you are not following the setup instructions, then you will need to do that.
If you are still having issues, then maybe attach a screen image to show the message? Or a video to demonstrate it?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 04, 2022, 12:58:20 PM
Good evening! Thank you for your time on me! I checked everything again, he sews the skin, everything is fine, but with ordinary fabric it happens like this.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 04, 2022, 01:59:00 PM
It looks like it is having difficulty using Reward Cloth maybe?
It doesn't seem to be the script, but the UO crafting engine.

I bought bolts of cloth (or flax to make thread -> make bolts -> cut the bolts to cloth) for my cloth material.

What happens if you use a leather BOD? Does that work?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 04, 2022, 02:05:18 PM
The script selects fabric if the BOD is fabric. If you put the skin, he does not sew a fabric BOD...There is no choice of fabric in the threads...just the skin..I don't understand how to fix it..Even if you try to sew by hand, the same thing happens..
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Sergey on November 04, 2022, 02:06:56 PM
And yes, everything works well with the skin
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on November 04, 2022, 08:38:42 PM
So the solution is to remove the reward cloth from your container and store it away somewhere else. Get basic cloth from that you make from bolts or make bolts of cloth from wool or flax.

The alternative is to work out how to make use of the reward cloth - which was not in the original design and you are the only person who has reported trying to use it. Everyone else is using the cheap cloth methods - so you should, too.

As a different solution, you can recode the script for your own use to process the reward cloth with the extra prompts. Seems like a lot of work and nothing other people have even hinted at requesting - after thousands of people have run the script in its original form.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Piller on December 01, 2022, 04:19:18 PM
There are some pretty cool scrips on this site that have saved me tons of time and energy. I have used a lot of them and not commented because they are cool and run as they should.

This script is an exception it is AWSOME!!! whoever wrote this if I had a daughter I would let you marry her. What a time saver, so fast, so easy to set up if you read the description...  Amazing stuff TYTYTY
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 01, 2022, 08:25:10 PM
I am not sure if marrying off a child is an appropriate offer...  :o

The original author went by Snicker7, hence the S7 at the start of the script name. The fact that it is using an outside file to run the crafting was genius, but I suspect it may have come from another script writer's efforts. This allows the code to be easily used for both production and freeshards.

The script does have some not-so perfect elements. Since I revamped it to extend beyond tailoring and blacksmith skills, so I am definitely allowed to critique it. If I could rewrite one part it would be the Freeshard/Production determining code.

If you are just running it from this thread's setup, then you may not realize that it is also callable. So some other's have published scripts that called the original version to fill whole BOD books. Such a project could be adapted to do the same with any of the BOD skills. The major element is determining that the materials to craft the item should exist in the resource containers.

The original script allowed a single resource container. This version allows a primary resource container (where excess goods and materials will be dropped), but can pull resources from any container in reach and opened by the player. This became necessary because having a mixture of BOD types and skills on the character - could overwhelm decent organization in a container.

This version also requires the trash can (or Venus Fly Trap) to be in range at start up. I don't remember if it is only bone armor or if other items require the trash can to dispose of non-exceptional ones. The original would check for the trash can when trying to craft bone armor only. I decided it made more sense to just require the trash can option at the start of the script - before any BOD's have been defined for filling. Otherwise it would significantly slow down the script seeking out the trash can at each crafted item loop.

I personally tested a deed of each possible item. I did not test crafting each item for each material type though. The primary 2 testers covered a lot of testing over about 2-3 months time while the project progressed to expand the BOD types. There were a few things we missed in that project window and I tried to adjust for any of those reported and confirmed. It wouldn't shock me if there are a few corner cases that have been overlooked, because we may not have encountered every BOD possible in that time frame, so if you run into something that doesn't work, please post about it. As I am not actively BOD collecting, it is helpful if you can set aside a problem BOD and allow me to test with it.
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Piller on December 02, 2022, 06:07:19 AM
I ran it with smith, tailor and carpentry last night. It did call for the trash can on the carpentry not sure what for I was not paying that much attention. I will get my hands on some tinker, fletching alcomy bods this week and really put it threw its paces and report to you what I see.

As far as im concerned its awesome as it is. So if my unborn daughter is out of the question we might be breeding my lab soon need a puppy?
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 02, 2022, 08:22:32 AM
I tried to explain. The reason it forces the trash can is that you can mix any BOD types. This way it checks for and sets up the trash can once per full run. That is 1-2seconds. The alternative is add 1 second to each crafted item. That was 20 seconds for a 20 piece bod. Think about how much slower it was getting the trash can when needed…??
This way is much better!
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on July 12, 2023, 02:06:18 PM
Been doing some testing with Carpentry...

I'll add as I go but first issue.

"club" bods create 2 problems:

1. the script will not select a new type of wood and the GUMP will repeatedly say you don't have the right kind of wood.

2. once you select the right kind of wood manually the script will only make "Plain Low Table" instead of "club"
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: TrackStar on July 12, 2023, 07:38:40 PM
Woodland Leggings is making Vesper-Style Chair
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Broodking on December 24, 2023, 06:49:02 AM
Hello, I posted this also on EUO site.  Smith makes item and its correct but smelts the item and does not fill the bod with correct item.  Not sure if I am doing something wrong?

You are a saint for tackling this script!
Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Gaderian on December 24, 2023, 07:34:22 AM
Hi Broodking,
I read that over on easyuo as well.

If you hover the mouse over the crafted item, what is the name?
What color is the item? Does it match the color of 'dull copper'? or is the color the same regardless the color the source materials?

Title: Re: Bod Filler Expanded to Newer Craft Options
Post by: Broodking on December 25, 2023, 08:03:09 AM
Hello and thank you for your response.  Hovering over it says Dull Copper metal shield which is what is supposed to craft the item looks the same as regular iron.  this is OSI UO I want this to work so bad because I have probably close to 50k bods.   mostly high end :).  Tried this with another bod using shadow iron and same problem.  it crafts the correct item then immediately smelts it.  makes another, smelts

So i changed to KEEP INGOT COLOR as option and it worked?