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81
Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by gruntman on August 20, 2023, 03:28:22 PM »
All good - Yeah I seen you been working on a Mining Script.
Ill have to try that once its completed. But yeah, I get it, youre all over the place :)

Thanks for all you do and Ill let you slide on the lumberjack since this one is flawless at this point. :)
Also, we could finish up the script you and I were working on :)
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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by altiric on August 19, 2023, 07:46:41 PM »
Had the newer version on hold while i rolled out a more ambitious project, since version 1.0 works quite well. Got that out and rolling now so i'll be working on finishing this up soon. Then its back to my fisher... fun times :)
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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by gruntman on August 19, 2023, 06:34:10 PM »
Ill look into that in the morning. I did some swapping between Orion Assistant variables and RegRead/Writes. May have saved a value i stopped using and it didnt show up as an error on my end because it was still valid with the previous method.... guessing that the issue.

Altiric,

Have you had a moment to look at the new version you uploaded that doesn't seem to work?
The first version you posted I have used a ton and not one issue at all. Thank you!
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Orion UO Scripts / Re: Sampire Helper
« Last post by COOPEREBC on August 19, 2023, 05:04:08 PM »
I would like to try it out.

Been messing around with scripts today, be good to see one that is more polished than anything I have.
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Orion UO Scripts / Altiric's Amazing Archaeologist v1.0 - Cave Miner
« Last post by altiric on August 19, 2023, 11:56:54 AM »
I am so happy with how this one turned out, was really a labour of love!

Operation:
  • Mines in a grid around the player
  • Marks cave tiles the color of ore extracted
  • Smelts ore on fire beetle when pack gets heavy
  • Makes new shovels as old ones break
  • Scans for the next best spot to mine and walks there
  • Repeats the process until the entire cave has been mapped out

Setup:
  • Have a couple ingots and tinker tools handy, or some shovels
  • Stand in an area that can be mined with a fire beetle handy
  • Play Autostart()
  • Watch the magic happen!
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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by gruntman on August 13, 2023, 04:18:57 PM »
awesome - thanks

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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by altiric on August 11, 2023, 10:19:28 PM »
Ill look into that in the morning. I did some swapping between Orion Assistant variables and RegRead/Writes. May have saved a value i stopped using and it didnt show up as an error on my end because it was still valid with the previous method.... guessing that the issue.
88
Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by gruntman on August 11, 2023, 08:16:01 PM »
Awesome!! Thank you for your attention to this script.
Unfortunately it does not seem to function correctly. setup asks for secure - I target
beetle - I target

The "not set" never changes after i set it and clicking okay changes nothing

What am I not doing correctly?
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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by altiric on August 10, 2023, 09:34:59 PM »
The issue with always run on is the risk of the beetle getting stuck on objects, or an overloaded beetle having stamina drain. v1.2 has an option in the setup gump to toggle mounting a beetle or not. If mounted, the script will make sure the beetles weight is under stamina drain levels and run, or walk accordingly. The script will always run while not mounted, trying to make sure the beetle is following the whole time and trying to recover it if it does get stuck. I am adding an option now to the setup gump to relog at secure if beetle recovery fails. I did also adjust the way it finds and logs trees. Now, when you run the script it will scan and harvest all the trees is can find within the set distance from secure container. It will log the results and save them to a file. As trees get scanned, trees in the history are ignored while the list is built. Once the list of trees is complete and has been harvested, it will be used for subsequent runs. This means no more walking to and chopping trees that will not produce wood, which should result in a good production boost! Will also allow for some neat features in the future like being able to chop specific woods as long as the trees in history contained that wood last time, not sure if the resource type is random each time its depleted, etc. Will need some testing on that, but with the ability to log every tree it will be possible :)

Basically down to a little gump work and just watching it build new tree lists then run them a few times in different locations before releasing the newer version. Lots of other cool additions than i am quite happy with so far.
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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by The Ghost on August 06, 2023, 11:10:42 AM »
Nice work Altric  on this build.   

Pro:
Easy setup.
Love the use of the color to identified tree, 
Siege tested:    Get new Axe for secure.

Con:
Required to have always run  turn off.
Tree don't rest

If a new update maybe have the tree to reset after 30 min,


Thx alot for sharing this build
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