Author Topic: Ter Mur Area Lumberjack ELITE VERSION 2.0.6 28/09/14 - Siege support added  (Read 177287 times)

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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #15 on: August 17, 2011, 10:26:47 AM »
+1
Omg, I was reading through the script, and I found some pretty ugly things in it lol...

That's what I get for writing it all in 1 day...

Basic things get overlooked...

I'm working on it right now...

V0.4 will be posted shortly...

neo
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Offline Ultima

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #16 on: August 17, 2011, 10:32:08 AM »
+1
Frneo your on a roll. A college student like myself can't keep up!

I just spent the better part of the last two months lumberjacking 24/7 to farm Crystal Shards or I'd be all over this.

I'm just about to flood the market with Crystal Shards and now you decide to release this!? >:( LOL! ;)

Menu and set up looks goods.  :)

Right now I have more wood and crystal shards than I know what to do with.

Next time I break out my Lumberjacker I will think of Frneo and give this a whirl.


Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.4 out 08/17
« Reply #17 on: August 17, 2011, 11:27:02 AM »
+1
V0.4 is out.

Keep the feedback coming guys... It's really helpful...

Cheers!

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #18 on: August 17, 2011, 11:41:55 AM »
+1
Frneo your on a roll. A college student like myself can't keep up!

I just spent the better part of the last two months lumberjacking 24/7 to farm Crystal Shards or I'd be all over this.

I'm just about to flood the market with Crystal Shards and now you decide to release this!? >:( LOL! ;)

Menu and set up looks goods.  :)

Right now I have more wood and crystal shards than I know what to do with.

Next time I break out my Lumberjacker I will think of Frneo and give this a whirl.


Lol...

I hope you get a chance to use it, especially once a more complete version is out!

PS: I do need to start focusing more on College and work as well lol
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #19 on: August 17, 2011, 01:50:44 PM »
+1
V 0.5 out

Some fixes...

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Offline Guadah

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #20 on: August 17, 2011, 02:18:45 PM »
+1
4 Hours 40 Minutes 53 Seconds
68440 Plain
18640 Oak
5880 Ash
220 Yew

Randomly marked runebook, Felucca Locations.

Lumberjacking went from 83.7 to 97.3

No major issues other then the small things I noted before, and this was with v0.3  Downloading v5 now and gonna fire it up while I work around the house.

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #21 on: August 17, 2011, 02:21:16 PM »
+1
4 Hours 40 Minutes 53 Seconds
68440 Plain
18640 Oak
5880 Ash
220 Yew

Randomly marked runebook, Felucca Locations.

Lumberjacking went from 83.7 to 97.3

No major issues other then the small things I noted before, and this was with v0.3  Downloading v5 now and gonna fire it up while I work around the house.
Is pathfinding working for ya?
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Offline Guadah

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #22 on: August 17, 2011, 02:43:10 PM »
+1
I haven't tested it, but will in a few.  We have to run out of the house again, so I'm going to let this guy just stack up my stock of wood.  Mother in law is still here.

You should toss a Pause and Quit button on the menu though, and have the menu disappear when the script is halted.

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #23 on: August 17, 2011, 02:51:21 PM »
+1
I haven't tested it, but will in a few.  We have to run out of the house again, so I'm going to let this guy just stack up my stock of wood.  Mother in law is still here.

You should toss a Pause and Quit button on the menu though, and have the menu disappear when the script is halted.
I'm thinking of the most efficient way to add the pause button, but it's on my to do list for sure... Never thought about making the menu disappear when halted, I must look into that...
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Offline Guadah

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #24 on: August 17, 2011, 04:33:44 PM »
+1
Started up the script and let it run while we left the house.  Around the 30 minute mark I became too encumbered to move and my guy just sat there waiting for me to come back.  My guy has 565 Max Weight he can hold and is carrying 574.  If it happens again, I'll make sure I post for you.

Good part is I got almost 1000 Frostwood.

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #25 on: August 17, 2011, 04:37:42 PM »
+1
As for the menu issue.  When you click start, have it delete the previous menu and start up up the new menu.  This way you don't need to have everything on the right side when the script first starts up.  The second menu will be smaller and you can fit in your Pause and Quit/Stop buttons.

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #26 on: August 17, 2011, 04:37:53 PM »
+1
Started up the script and let it run while we left the house.  Around the 30 minute mark I became too encumbered to move and my guy just sat there waiting for me to come back.  My guy has 565 Max Weight he can hold and is carrying 574.  If it happens again, I'll make sure I post for you.

Good part is I got almost 1000 Frostwood.
Weird, same thing happened to me in version .4, thought I fixed it in .5...

Guess I should increase the weightoffset value from 30 to 40....

However, it hasn't happened again here, I'm currently at 4 hours straight, with no issues so far...

I'll look into that...

Thanks...
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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #27 on: August 17, 2011, 04:40:11 PM »
+1
As for the menu issue.  When you click start, have it delete the previous menu and start up up the new menu.  This way you don't need to have everything on the right side when the script first starts up.  The second menu will be smaller and you can fit in your Pause and Quit/Stop buttons.
Yes, that would be an option...

I was thinking of leaving just 1 menu, because of my personal preference, so that when I click pause button, everything is already there to edit, like I did in my crafter...

But it is a lot of info to put in 1 menu... You're right... I'm gonna see to that too, how I can best do that...

PS: Hats off to your menu's btw ! :)
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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #28 on: August 17, 2011, 04:45:59 PM »
+1
Just have a button on the Farming Menu (or second menu) that says Edit Options, which will bring it back up.

Update on this last test.  The Rune number of secure does not save when I hit Save Setup, also when I add a location to the list after I've already generated 1 per recall spot, it does not use it before recalling.

Example.  I have 16 spots saved, one tree at each spot.  I then set up 2 more at Recall location #1.  These two spots are set at the end of the list, and are not attempted until the 17th and 18th try, instead of 2nd and 3rd.  Not sure if that makes sense.

Edit:
Pathfinding is still not working in Felucca.  I set up rune 1 with 4 locations, in a row, about 4-5 tiles apart from each other heading north.  I went from tree one, paused for a bit with the message "You can not reach that" then it ran to tree 3, farmed, then said "You can not reach that" for tree four, then ran back to tree one (at that point I'm assuming it would recall to rune 2, but since I did not set it up, it ran back to rune 1 location.)  Attempted to farm, tree was empty and ran back to tree 3, rinse and repeat over and over.

Edit #2:
I set up 3 spots with 2 tree's at each, roughly 4-8 tiles away from the first tree (recall location).  It goes through all 6 tree were farmed, going to test out 3 tree's at each recall location, see if that works.

Continuation of Edit 2:
Seems to be working great.  So if somebody just sets up one rune to run around and farm, it does not like that mojo.  However I did find a bug while doing this.  If your recall location is blocked, your little bubba will just sit there and attempt to recall to that spot over and over and over keeping you stuck in a endless loop of not recalling.  Needs to select the next recall spot in the book and move on.

Edit #3
I found out the issue with Pathfinding that was causing an issue for me not farming from the next tree.  If you have to travel in a odd way, left right up left... it takes too long to get to the tree and he stops or does not farm.  So you need a clear shot and quick route to get to your tree.
« Last Edit: August 17, 2011, 05:22:13 PM by Guadah »

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.5 out 08/17
« Reply #29 on: August 17, 2011, 05:34:16 PM »
+1
Update on this last test.  The Rune number of secure does not save when I hit Save Setup, also when I add a location to the list after I've already generated 1 per recall spot, it does not use it before recalling.
That's weird, the rune not being saved... Are you sure? I've tested it here with both my accounts, and both were saved to different values, after I hit Load...

About the recall spot thing, I'm aware of that, it's just the way my loop works as of now... I'm thinking of a way to get around that...

If your recall location is blocked, your little bubba will just sit there and attempt to recall to that spot over and over and over keeping you stuck in a endless loop of not recalling.
I've seen this happen, I thought of a fix, to try and recall as many times as the amount of trees you have in that spot, and then move on...

For instance, you have 5 trees in rune one... It will attempt to recall 5 times to rune one, and then move on... I'll add this to .6

I found out the issue with Pathfinding that was causing an issue for me not farming from the next tree.  If you have to travel in a odd way, left right up left... it takes too long to get to the tree and he stops or does not farm.  So you need a clear shot and quick route to get to your tree.
Actually, I haven't tried this to go through a maze or anything, but I have trees set in some locations that need some maneuvering, and the bubba (lol) goes there without a problem...

I've even tried some locations outside of the screen, and they were working ( don't know to which extent they'd work though)
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