ScriptUO

Official ScriptUO EasyUO Scripts => Site Scripter Libraries => 12TimesOvers' Script Library => Topic started by: 12TimesOver on August 29, 2010, 09:05:27 AM

Title: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 29, 2010, 09:05:27 AM
NOTE: This script requires that you have restored working MUL files into your UO directory! If your character won't mine when it recalls to a location this is not a script issue, it's an issue with your UO install. Search the site for MUL Files for more information on how to address the issue before posting in this script thread!

3.01

3.02

3.03

3.04

3.06

3.1

3.2

XII
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on August 29, 2010, 04:50:05 PM
WOW LOVE the TRACKING SYSTEM !! The rest I am yet to give feedback on.  Going to get a few toons ready to dig gems and stone so I can try this out also. Will give more feed back as I get it myself.  Does this script as of yet support sand? So far so good !!
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on August 29, 2010, 05:13:21 PM
WOW LOVE the TRACKING SYSTEM !! The rest I am yet to give feedback on.  Going to get a few toons ready to dig gems and stone so I can try this out also. Will give more feed back as I get it myself.  Does this script as of yet support sand? So far so good !!
Actually I'm working on wrapping up the sand support tonight (hopefully), shouldn't take too much at all.

Thanks Mass!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on August 29, 2010, 10:36:03 PM
I did setup as I did on previous versions, with shovels in the main secure. UOAssist was running with the other account, not the mining one. The other account is NOT running any scripts, just sitting there gaining magic resist.

(http://i6.photobucket.com/albums/y232/kingseanjohn/uo/suo/Setup.jpg)

At this point I went to each spot and it did the normal scanning for spots. While mining it went past my characters max weight, every time. I restarted the script around five times. Each time it went over 58 stones.

(http://i6.photobucket.com/albums/y232/kingseanjohn/uo/suo/Overweight.jpg)

I restarted the script one more time and the same thing happened, only this time going 20 stones over max weight.

(http://i6.photobucket.com/albums/y232/kingseanjohn/uo/suo/Firstrun.jpg)

I looked at the maxweight sub and I couldn't quite figure out what to change... Another issue I came up with is that it wasn't taking shovels out of my secure once my first one broke. I would recall to the bank, open the bank box, do nothing (atleast it appears that way), then I'd recall back to the mining spot. Once it didn't find a shovel it'd go back to the bank and repeat endlessly.

Is there something that I'm missing or need to do differently?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on August 30, 2010, 02:31:30 AM
Interesting. Well I can say that I've never played with a Gargoyle character so the overweight issue must have something to do with logic I put in for that unless you are just subject to some MAJOR lag issues. As for taking the shovels out, that's just plain bizarre as I never changed anything with that logic, it checks for shovels and if it sees any it should take them out of the secure even if you have "Tinker Shovels" checked in the setup menu.

Is it emptying your pack when it goes back to the bank? Are the counters working correctly when it empties? Just trying to figure out where in the Dropnstock sub it's not happy. I just used shovels out of the secure with this the other night and burned through about 20-30 of the BOD reward types without a single hangup.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on August 30, 2010, 04:17:01 AM
IFFFFFFFF I get time tonight I will make a garg miner and test with it also.  It only takes about 16 hours to make a usable miner with 105 mining and 65 magery.  Start with 50 mining and 50 tinkering and alot of ingots for him to make shovels with because he will fail a good bit in the first 10 hours or so.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on August 30, 2010, 05:22:24 AM
IFFFFFFFF I get time tonight I will make a garg miner and test with it also.  It only takes about 16 hours to make a usable miner with 105 mining and 65 magery.  Start with 50 mining and 50 tinkering and alot of ingots for him to make shovels with because he will fail a good bit in the first 10 hours or so.
Yup, I do it all the time ;) I actually typically take an hour or less to make the char and get the Tinkering up to about 70 and lock it then Magery up to around the same. At the same time I bring up strength. This hour up front saves a lot more time later!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on August 30, 2010, 09:24:15 AM
Just thought of something, there are two types for each character type (male/female human/elf/gargoyle). I'm only accomodating for one gargoyle type in the maxweight sub. I'm at work so I can't look into this further but if someone can confirm the types of these chars I cand walk through the logic in the meantime.

If I'm missing the type and the gargoyle can only carry the same as an elf then some gargoyles (probably female if I remember when I got the char type originally I used a male gargoyle char on test) will be treated as Human iby the script and assumed that they can carry more stones. Now that I think of it, I'm confident that's the problem.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on August 30, 2010, 09:38:56 AM
Just thought of something, there are two types for each character type (male/female human/elf/gargoyle). I'm only accomodating for one gargoyle type in the maxweight sub. I'm at work so I can't look into this further but if someone can confirm the types of these chars I cand walk through the logic in the meantime.

If I'm missing the type and the gargoyle can only carry the same as an elf then some gargoyles (probably female if I remember when I got the char type originally I used a male gargoyle char on test) will be treated as Human iby the script and assumed that they can carry more stones. Now that I think of it, I'm confident that's the problem.

X

I just thought the same thing while eating my cereal this afternoon.

Female is NCB
Male is OCB

You have OCB, but NCB is not listed. As for emptying my pack, it did unload all the ore at the bank. But unlike previous versions, it didn't make sure that I always had two shovels in my pack. Once I get back from a meeting I'll try running the script on my old elf miner and again with the gargoyle with the same bags, shovels and recall book to see if the issue repeats itself.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 09, 2010, 09:33:19 AM
Crud, just realized I never up'd the version with the fixed weight sub! New version uploaded with the Gargoyle character weight issue addressed.

Thx for the Type OID.

On another note, is anyone actually testing this anymore or at all? Just wondering if people besides me are having crash issues when running this version of the script verse the 2.6 version. Also curious about any other issues that may be popping up.

Thanks.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on September 10, 2010, 01:45:19 AM
Sorry it's been a crazy week for me and I haven't played or scripted at all. I still work Friday, Saturday and possibly Sunday (12+ hours each day). Then Monday I'm going to the Royals/Athletics game during the day and Chiefs/Chargers game at night.

I'll make sure to test it more on Sunday if I do get it off. Otherwise it'll be Tuesday before I can run it again.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 10, 2010, 01:46:36 AM
No worries, real life comes first!! :P

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 10, 2010, 08:47:30 AM
OK been using your script solely for 2 weeks on two accounts and it has not fubbed up yet the client has closed on me on about 5 different occasions, but I relate that to EA. With the output now showing I am getting about 20% more production out of one toon than the other. Both use the same armor, MR, elves, strength, tinkering, magery, and have not figured out why one could collect more than the other secially this much. Both use full fel spellbooks but that is alot of extra ore? Both also only mine ore and ML gems nothing else.  But the script works good.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 10, 2010, 09:10:22 AM
That's great to know Mass, thanks for the feedback!

So you're saying that you're seeing a 20% increase in ore from version 2.6 to this version (3.0)? If so, great! I did make a bunch of changes that should have improved efficiency and I've made a few more since then but haven't up'd that version yet (working on something else first).

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 10, 2010, 11:12:13 AM
That's great to know Mass, thanks for the feedback!

So you're saying that you're seeing a 20% increase in ore from version 2.6 to this version (3.0)? If so, great! I did make a bunch of changes that should have improved efficiency and I've made a few more since then but haven't up'd that version yet (working on something else first).

X

Nope I am getting 20% increase with one account versus the other account, but using 3.0 on both??
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 10, 2010, 11:56:05 AM
Ah, ok... I was gonna say!! The changes I made were just efficiency changes and shouldn't have made that much of a difference.

One thing to watch is if it gets hosed up, say, trying to dump 2 diamonds in the bank but there is already 125 items in your bank box, it will sit there and loop drying to drop the diamonds and the counter will increment. I'm thinking through some logic changes on the counter for this but check your counters to make sure there is nothing skewed like 2million iron ore while you only have a couple k of everything else, that would be WAY off.

I am seeing a much higher resource return with 3.0 than with the the last version though, but I was really surprised when I thought you meant 20% increase from the version change! I wish I had better stats from before upgrade though, I may have to run the old version a couple of days just to get some counts!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 10, 2010, 12:29:06 PM
I had thought of these same issues but I empty my resource container daily so that could not be an issue and I also have been seeing for example 120k iron ore and then i will check and count up all my ore and it will be at 120k so the numbers are correct. The only issue I have not found is if i want to reset the numbers to check them daily how can i do that?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on September 15, 2010, 08:54:14 PM
I'm still having issues with it not picking up shovels from the main secure container in my bank, with option to tinker not checked.. I recall to the mining location, back to the bank, back to the mining location, non-stop. This is on a female gargoyle and male elf, same shard. Also tried with a female elf on a different shard.

To try it out with tinkering I went to another shard where I had tinkering on my miner. Doing it like this (elf female) it would tinker shovels AND it would pull pre-made ones out of the secure. So there appears to be an issue of pulling shovels/axes when the tinkering option is not checked. I tried to see where it is in the code but I was unable to find it.

Other than that, it runs beautifully!
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 16, 2010, 04:16:24 AM
Ah good bug find! I did change the logic in the Stock sub to address some other issues, I must have broken it. This is why I need testers, I don't ever roll a miner without tinkering so I never would have found this. Will look at it asap.

Thanks for the feedback.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 17, 2010, 11:58:05 AM
OK! New version uploaded (file says 3.0 but it is 3.01 in the header of the script). See the initial post under 3.01 for the fix list.

And thanks for testing!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 18, 2010, 08:28:59 AM
I have been using the script and trying out the gate feature and have found a small bug does not affect the ability of the script but is a small problem.  It does not detect if there is still a gate up and will continue to try to cast another if an existing gate is up until the other gate dissolves and then it can cast another. Then it will contine and cast another gate and go on its merry way.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 18, 2010, 09:28:21 AM
I have been using the script and trying out the gate feature and have found a small bug does not affect the ability of the script but is a small problem.  It does not detect if there is still a gate up and will continue to try to cast another if an existing gate is up until the other gate dissolves and then it can cast another. Then it will contine and cast another gate and go on its merry way.
Yep, known bug that will be addressed in the 3.0 release. Only noticed because of Siege ;)

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 20, 2010, 06:08:26 AM
:) shhhhhhhh  ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 21, 2010, 01:15:08 PM
I tried to get 3.0 running and it just sat there whether I toggled yes or no to interactive setup. 

I loaded up 2.61 and I ran into the no tinker, not enough ingots message during setup.  I am trying to run the script on a toon that doesn't have any tinker (as I don't have any ingots to train tink on this shard yet...).

I said yes to tink, then commented out the subs for stocking ingots and tinkering shovels.  Script seems to be rolling.  I will report back.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 21, 2010, 03:01:52 PM
I tried to get 3.0 running and it just sat there whether I toggled yes or no to interactive setup. 

I loaded up 2.61 and I ran into the no tinker, not enough ingots message during setup.  I am trying to run the script on a toon that doesn't have any tinker (as I don't have any ingots to train tink on this shard yet...).

I said yes to tink, then commented out the subs for stocking ingots and tinkering shovels.  Script seems to be rolling.  I will report back.
Interesting, I thought I had ditched the option for Automated setup or not. It should just fire up the setup menu. You dl'd the version attached to this thread? I will run it on a new toon tonight and see if I can duplicate if so.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 21, 2010, 04:51:27 PM
I left it clicked to tinker shovels but it continued to use all(being existing shovels) i had in the chest first anyway. That is 3.01 i am using just so you have some feedback 12x^.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 21, 2010, 06:26:06 PM
You did ditch it I think.  When it didn't do anything I found the lines you commented out and put them back in. :) That wasn't a very helpful comment, I will try to figure out what went wrong.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 22, 2010, 06:44:33 AM
My guess is that its your spots and if you swapped runes between the two accounts, you would be swapping the production too.

Are both miners the same race?

I downloaded 3.0 again to make sure I was not messing anything up and I still can't get it to run for me.  I have a miner with 70+ skill on Siege. I start it and it does nothing.  I tried eliminating the file check in startup and it didn't change anything.  I am going to start stepping through to see how far it gets.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 22, 2010, 08:49:51 AM
I realized this morning that I haven't yet run the latest release since "fixing" the issue where it looks for tinker stuff even without tinkering enabled, I may have hosed the whole Setup sub. If it's not even getting to the Setup menu then we've got an issue there! I'll start walking through it right now (I've been working on other code at work today, I really shouldn't but I'm obsessed).

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 22, 2010, 10:24:33 AM
It doesn't pop the menu that asks if you want to run setup, it just hangs after I hit play.  I am running on 2.61 with the tinker/shovel subs commented out, so I think my setup is otherwise correct.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 22, 2010, 10:49:38 AM
Well the interesting part is that there should be next to nothing going on before the setup menu loads:

Code: [Select]
sub Setup
   gosub TM_NGFS_DoesSaveExist XIIxMining
   If #RESULT
      {
      gosub TM_NGFS_InitializeScript XIIxMining
      gosub TM_NGFS_LoadVariables XIIxMining
      if %Initialized = #TRUE
         {
       display yesno It looks like you've used this script before. Would you like to use the settings saved from your last session?
       if #dispres = yes
          return
       }
    }

   gosub TM_NGFS_InitializeScript XIIxMining
   gosub TM_NGFS_RegisterVariables XIIxMining std std RunebookID SecureID OreBagID StoneBagID BlkRkBagID GemBagID ToTinker ToBank
   gosub TM_NGFS_RegisterVariables XIIxMining std std TravelMethod SecureGmpName SecureGmpSize Initialized
   gosub TM_NGFS_RegisterVariables XIIxMining std std IronCnt DullCnt ShadCnt CoppCnt BronCnt GoldCnt AgapCnt VeriCnt ValoCnt EcruCnt
   gosub TM_NGFS_RegisterVariables XIIxMining std std FireCnt TurqCnt BlueCnt PerfCnt DarkCnt BlacCnt CrysCnt SandCnt DiamCnt RubyCnt StarCnt
   gosub TM_NGFS_RegisterVariables XIIxMining std std SappCnt CitrCnt EmerCnt AmbeCnt TourCnt AmetCnt NormStnCnt DullStnCnt ShadStnCnt
   gosub TM_NGFS_RegisterVariables XIIxMining std std CoppStnCnt BronStnCnt GoldStnCnt AgapStnCnt VeriStnCnt ValoStnCnt

   gosub Display_M_Setup

Just setting up the variables using TM's file system and that's it!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 23, 2010, 06:01:04 AM
So, I won't say I'm stumped quite yet but I couldn't duplicate the issue last night. I'll keep you posted.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on September 27, 2010, 01:30:24 AM
It doesn't pop the menu that asks if you want to run setup, it just hangs after I hit play.  I am running on 2.61 with the tinker/shovel subs commented out, so I think my setup is otherwise correct.

Just downloaded the latest version and I'm having the same issue. It popped up once and asked I wanted to use previous settings and I clicked no. After that nothing happened. I've closed EUO, re-downloaded the script but I can't get it to run setup or do anything... I'll look at it some more tomorrow evening and see if I can figure something out.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 27, 2010, 04:26:58 AM
I did a step through on the setup and I think there may be an issue if you have a previous saved setup from an earlier version.  The script is finding a previous saved setup, but is getting a false value back from the TM Initialize sub. 

For my next test I would like to see if I can check the expected location for a saved setup so that if one is there I can erase it and try to run the script again from there to see if it will work.  Where should I be looking for a saved setup? 
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 27, 2010, 04:56:42 AM
Ahh, good catch! Ok, I'll take a look through that stuff as I have time today. Been in the Adirondacks so haven't had much opportunity to so any scripting/playing but I'm back in the saddle today!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 27, 2010, 05:16:51 AM
Very cool. Where should I look for the saved version?  I am pretty ignorant with respect to EUO save protocol and I want to delete it...
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 27, 2010, 11:43:02 AM
I just figured out the issue, I broke it when I made some changes (while at work of course) to make it possible to reset ONLY the counters and to be able to do it any time without restarting the script. I'm working on fixes right now but have to run to do my CSA pickup in a few so won't up it until after.

Paulo, I'm not sure what you mean by "the saved version". Do you mean the variables? If so, they're stored in the registry.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 27, 2010, 12:15:31 PM
Yeah, I was thinking that if I can erase the variables and it comes back negative in the "prior saved" check it might help me isolate the issue. 

I was just not sure what/where EUO saves variables.  Maybe I need to find a tutorial somewhere to read...
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 27, 2010, 12:25:51 PM
Yeah, I was thinking that if I can erase the variables and it comes back negative in the "prior saved" check it might help me isolate the issue. 

I was just not sure what/where EUO saves variables.  Maybe I need to find a tutorial somewhere to read...

If I am not mistaken. It saves them in the registry.  You could take the windows Regedit.exe to look at them and find it and them remove them but they can also be removed through EUO.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 27, 2010, 02:57:31 PM
Yeah, I was thinking that if I can erase the variables and it comes back negative in the "prior saved" check it might help me isolate the issue. 

I was just not sure what/where EUO saves variables.  Maybe I need to find a tutorial somewhere to read...

If I am not mistaken. It saves them in the registry.  You could take the windows Regedit.exe to look at them and find it and them remove them but they can also be removed through EUO.
Yes, I did say that it saves to the registry just above ;)

HKEY_CURRENT_USER\Software\EasyUO

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 27, 2010, 05:56:42 PM
Ok, updated. Hopefully this addresses the issues you guys are reporting. It was definitely related to the changes I made for the Counter reset button.

File version still 3.0 but the file header shows as 3.02. Make sure you have the correct version.

Thanks.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 28, 2010, 07:12:36 AM
Its working for me now, thanks 12X!!
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 28, 2010, 07:14:00 AM
Its working for me now, thanks 12X!!
Phew!

*Whipes sweat from brow*
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 28, 2010, 09:28:51 AM
I have a couple of thoughts after using this and its predecessor for about a week:

Very nice script, well done.

While gating it often finishes mining a spot or dropping ore before the previous gate is gone, and then tries to put up a gate repeatedly, but can't because there is already a gate there.  I wonder whether there is a solution that would keep you moving when you are gating.  Maybe taking a step if there is a gate there?  Maybe dispelling the gate before casting?

The tracking menu is really well done.  The only thing I would add is an ore/ingot per hour counter.

My Siege miner is up to 96 mining. Can't wait to read the gem book so that I can start putting up imbue training resources.  :)
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on September 28, 2010, 10:13:59 AM
Thanks for the feedback Paulo!

A fix for the gate issue is already in the works,  it's something I planned to do a long time ago but only got re-interested in it due to you and Mass running it on SP. I was just going to simply have it do a Dispel Field on the Gate each time it walks through one, will go through a lot of mana though. Just thinking through the whole thing because there may be better ways to do it. I'm pretty sure that a dispel field only dispels the field on the caster's side while leaving the "exit" in tact until it times out, this would still be an issue when trying to Gate back to the place you just came from.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: _C2_ on September 28, 2010, 11:24:09 AM
I made a polar bear tamer once and used a look for gate id approach.  if you find it either dispel it or wait.  It looked really natural and also handled fails well.  Just a thought.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on September 29, 2010, 12:44:21 PM
My Siege miner is up to 96 mining. Can't wait to read the gem book so that I can start putting up imbue training resources.  :)

You can already start imbue with making bows from oak and unraveling them with my residue maker script. I starting at 0 imbue and am about 50 now with only about 2k in oak.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on September 29, 2010, 03:02:06 PM
Good idea, I guess I need to start cutting wood.

XII, my next suggestions for the miner:

Add in the ability to use multiple books

Add in a display on the menu that shows what book/rune you are mining.  I find that invaluable in finding my corpse again after I die.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Khameleon on September 30, 2010, 01:40:46 PM
I downloaded and started to run this script again while UO lets us use our dummy accounts for free again :)
seems like everything is working out great... one small issue with dropping off Granite, even though I set up a Gems bag, and Granite bag.. its still dropping the big rocks off into my Gems bag.  also.. did I hear there might be some prospector tool addon?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Oracle on September 30, 2010, 02:35:42 PM
Also... Did I hear there might be some prospector tool addon?

That would be awesome!  I have been saving all of my Prospector's Tools ready to test the script out when using them.  Seems like the only time I use the Prospector's Tools now is when I dig up a Shadow Elemental for a Pet to train.  Seems I also have Gargoyle's Pick Axes around as well and have only used them every once in awhile to dig up an Elemental on purpose, in order to kill off my competition of other AFK Script Miners....   :-\
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on October 01, 2010, 10:27:49 AM
Thanks for the feedback so far everyone. I appreciate it immensely! Kham, I'll take a look at the stone issue and get a fix in ASAP. Once this iteration is solid I'll start thinking through some of the suggestions such as the multiple runebooks and prospector tools. I just wanted to get these core changes to be solid before I went off on a feature tangent.

Important question, is anyone else experiencing crashing during the drag/dropc routine at the bank or at your secure? I crash multiple times per day now and I've heard from other people that they've gotten similar feedback on some of their scripts. The only consistency is that it's ALWAYS at the bank while I'm emptying my pack. I'm just wondering if anyone else is having this specifically with the 3.0 version of the miner.

Thanks again! Once I nail the last couple of stability issues I'll go to an open beta to see if more people can break it!! ;)

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on October 01, 2010, 10:57:35 AM
I am not having the crash issue with any consistency. It does happen but just every once in a while, like maybe twice per week.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Paulonius on October 01, 2010, 10:59:06 AM
I have not crashed at all.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Khameleon on October 01, 2010, 01:50:26 PM
if I do crash.. its not a script issue... its a UO issue... its never happened at the house...
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on October 02, 2010, 02:28:02 AM
I never had an issue with crashing. I'll run it again Monday to see if I have any issues.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on October 05, 2010, 09:18:25 AM
I am trying to catch it during the act to give more info 12x^. Right now as it stands.  I come back to my computer ever hour or so and the script is running and gating and then all of a sudden my miner is standing  there and each time it is the same place and he is trying to unload his backpack ore into the resource container but he is no where near the resource container. He is actually at a gated spot in the runebook? He continues in an endless loop to unload his backpack into the resource contianer but cannot because it is not there. ???
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Oracle on November 08, 2010, 11:15:45 PM
12x!

OH No!  Now they have added the ability to mine Salt Peter. You need to find a Niter Deposit and then keep mining it until the Salt Peter runs out of that deposit.  Supposedly the deposits are somewhat rare.  I can't tell yet if they run more in mountainsides or in Caverns....!?

Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Khameleon on November 09, 2010, 01:20:28 AM
yes please.. we need to get more information about these... my understanding is you salt peters usually spawn around water deposits?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: onlyindreams on November 09, 2010, 02:34:30 AM
yes please.. we need to get more information about these... my understanding is you salt peters usually spawn around water deposits?

From what I remember reading a couple weeks ago, the deposits spawn in dungeons and maybe someplace else? If I ever get time to play for more than 2 hours per week I'll see if I can figure out how it works for sure!
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 15, 2010, 05:45:27 PM
OK - I downloaded set up secure, set all the stuff etc. But here is the problem  - it is not finding many of my mining spots. I think it is a z axis problem. For example - NE of the Royal City is a sandy beach by a mt. doesn't even look for a mining spot. Also when standing right up against a mt seems to miss all spots. Any clues?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: NObama on November 15, 2010, 08:11:15 PM
Yes.  Recently, tile types have changed.  Chances are your favorite mining spot is a tile type that hasn't been updated yet.  I know I recently had to add 508 and 127 tile types to an old version of 12x's script...perhaps this one needs those, too.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 16, 2010, 05:59:49 AM
Thanks your right - that did the trick - i needed to add 580 (snow)
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Endless Night on November 16, 2010, 09:26:42 AM
Thanks your right - that did the trick - i needed to add 580 (snow)

u can mine snow ?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: _C2_ on November 16, 2010, 09:58:43 AM
SNOW!!!  ???
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on November 16, 2010, 10:37:07 AM
Snow covered the old miniable tiles and now has produced a new tile.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 16, 2010, 01:06:27 PM
Seems not to search the grid sometimes without it, Also 12558 is mineable (snow covered rock actually says void or something like that).
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on November 16, 2010, 02:37:57 PM
Interestingly enough I've been toying with removing the tiletype function alltogether. Point being that it's just an extra "If" for every tile and most of them are potentially mineable anyhow. Just remark out the line that checks to see if the tile is in %tiletypes and see how it goes.

That may also clear up some of the TerMur issues and allow sand as well.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 16, 2010, 03:39:04 PM
Interestingly enough I've been toying with removing the tiletype function alltogether. Point being that it's just an extra "If" for every tile and most of them are potentially mineable anyhow. Just remark out the line that checks to see if the tile is in %tiletypes and see how it goes.

That may also clear up some of the TerMur issues and allow sand as well.

X

I'll try it and let ya know.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 16, 2010, 05:22:25 PM
I removed any changes I had made to get it working (tiles etc). Commented out the line you suggested and started all over on the script.  It took a few more mins at each spot when going through the first time but it worked the first time up in the snow mountains. I'll try sand latter tonight after I write some lectures for tomorrow.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: NObama on November 16, 2010, 06:13:52 PM
So - just automatically mine every tile nearby and log the good spots?  I like that.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Scrripty on November 16, 2010, 06:33:02 PM
I haven't tried this yet, but I'm gonna have to if it mines all tiles at a location then remembers the mineable ones.  That's a great idea.  I might have to tweak it to my needs! :)  Nice work, I'll let ya know once I set it up and get it rippin.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 16, 2010, 07:34:31 PM
Everything is working well.  I have to look at the script but I noticed it didnt drag the sand to the secure/
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: 12TimesOver on November 17, 2010, 02:17:15 AM
Nope it wouldn't drag the sand to the secure because I hadn't added yet but the version sitting here on my PC will!! ;) Just need to add SandTypes to the list of types searched for when emptying the pack, easy stuff there!

Yeah ditching the tile check alltogether was something I had considered for this version of the script when it went public, takes a little more time at each spot the first round but not THAT much time! Of course this doesn't work when you use the same script for lumberjacking as well since that's part of how I decide what tool to use (if tile is in lumbertiletypes or if tile is in mining tiletypes, etc).



X
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on November 17, 2010, 05:26:59 AM
I was shocked when i did some sand mining by hand. I still remember when the sand didnt stack! What a pain.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Khameleon on December 08, 2010, 02:07:11 PM
oh sweet, after commenting out that line its running like a champ... Ty 12x :)
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Khameleon on December 08, 2010, 04:02:32 PM
I revoke my last statement, my EUO error ed out with multiple operation errors while the unloading at the house.....
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Cerveza on December 12, 2010, 06:07:13 PM
Ran this some today, like it. Couple of safety's you may consider...

HP check - If your getting hit a lot, you may want to move to the next spot.
Threat Check - Goes with the above. Reapers are about the only worry I have, so when I recall into a spot I'd sure love doing a reaper check. If one is found, continue on to the next spot. Could be used with other threats as well.

Everything else looks pretty slick.

*OH and how about the char name in the menu bar? So if your running more then one you know which stats belong to which char?
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: Masscre on January 25, 2011, 05:38:58 PM
Has anyone notice since teh snow appear in Fel that the script stopped mining in ter mur? or is it just mine? I have reset all digging spots and let it try to refind them but it just will not mine anyhitng in ter murit has been like this for maybe 2 months just have had time to prove it this last week.
Title: Re: XIIxOveR's Miner For Dummies 3.0 Beta
Post by: gimlet on January 25, 2011, 05:59:27 PM
Has anyone notice since teh snow appear in Fel that the script stopped mining in ter mur? or is it just mine? I have reset all digging spots and let it try to refind them but it just will not mine anyhitng in ter murit has been like this for maybe 2 months just have had time to prove it this last week.

I use this script constantly in ter mur and mine in the snow covered mountains. I just eliminated the tile check (or you can add some snow tiles)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 27, 2011, 06:51:40 AM
Finally getting off my arse and moving stuff out of Beta. Feedback is welcomed and appreciated!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Khameleon on January 27, 2011, 01:14:27 PM
I don't know if its just me but after a bit my miner stops mining, he stands there gets the target cursor it goes away, but doesn't mine anything....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 27, 2011, 01:28:25 PM
yea it happens to me now and then also
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Masscre on January 27, 2011, 02:16:10 PM
I have been having this also happen Khameleon for about 2 to 3 weeks now. I will look over at my computer and it will be opening the cursor to select something to mine but he digs nothing. It is happeneing almost daily on my end.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Khameleon on January 27, 2011, 03:13:11 PM
its been doing it to me for months now. ever since we heard that EA has some sort of anti-macro code... logging out and back in has seemed to fix it, but I haven't really worked it into the script yet.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 27, 2011, 05:42:35 PM
heheheheh if they have anti macro code they need to wise up since I have 4 going right now very smoothly/
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Scrripty on January 27, 2011, 05:56:44 PM
I'm gonna venture to say it's probly a #cursKind problem...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Coolface on January 28, 2011, 04:31:40 AM
never with cursor thing some time my uo just freezes (char moves few steps) without con lost and I need to restatrt it
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 31, 2011, 03:10:04 PM
I just downloaded the current version and line 1111 should be changed from

gosub TM_NewCastSpell 31 !rbook -1 10 10 ; recall until successful

to

gosub TM_NewCastSpell 31 !rbook 2 10 10 ; recall try 2 times

As per Trail's instructions
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 31, 2011, 05:03:41 PM
Hrmmm...whatch mean "per Trail's instructions"? Can you URL me?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 31, 2011, 05:11:33 PM
Hrmmm...whatch mean "per Trail's instructions"? Can you URL me?

I'll try to find it but he mentioned that because of some change we should just change it to try to recall 2 times so it did not go into an endless loop,

I'll try to find the thread

heres what he said

Probably should do something about it anyhow.  Since this is actually getting stuck in the casting routine and that retries until success, it can get into a loop that won't return failure like you'd expect.  You can just change the casting, to retry 2-3 times instead of -1.  I.e.:

Code: Select All | Copy To Clipboard

gosub TM_NewCastSpell 31 !rbook -1 10 10 ; recall until successful


changes to

Code: Select All | Copy To Clipboard

gosub TM_NewCastSpell 31 !rbook 2 10 10 ; retry 2 times


This way, the subs will return failure.

From his thread.

http://www.scriptuo.com/index.php?topic=18.0 (http://www.scriptuo.com/index.php?topic=18.0)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 31, 2011, 05:18:47 PM
Other solutions exist but i like his - see last post i changed
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 31, 2011, 05:22:11 PM
Ah perfect, thanks for the reference. I've slacked so long I got out of the loop on updates to various subs of other's that I'm using!

I'll look into that further and get an update out!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on January 31, 2011, 05:26:15 PM
thank you for a great script!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: xeres on February 01, 2011, 02:16:35 PM
hmmm, just one runebook, no multi book planned?

i smell a feature saved for elites....

 ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: NObama on February 01, 2011, 08:58:41 PM
Piffle.  It's a matter of about 7 lines of code to turn something from single- to multi-runebook support.

And that's only if you're a sloppy coder, like me.  Twinkle McNugget could do it faster.  EN could do it more elegantly.  TM just waves a wand...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Khameleon on February 02, 2011, 01:47:46 AM
7 lines of code.. pssshhh.. I can do that in about 20-40 lines.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: pashadiv on March 03, 2011, 03:09:57 PM
Trying to add a Timer in there for Hours/sec/min but having problems :( any way u could help out or add on in there for me ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 04, 2011, 05:06:17 AM
Interesting idea but I'm not able to work on that right now. Maybe someone else has some cycles they can direct to it but I'm currently smoked for time. Sorry :(

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: pashadiv on March 04, 2011, 08:10:21 PM
Thanks anyways x i will keep trying to figgure it out :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toptwo on March 05, 2011, 02:58:41 PM
Don't know if this has been addressed by somebody else as I have not read the entire thread...but the problem I encountered is when he tries to recall to a mining spot, if the spot is blocked, he tries over and over and over and over...never moving on to the next spot. I watched him try to recall over 20 times before I stopped the script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 05, 2011, 05:55:52 PM
Yeah I have a couple of fixes to put in. I feel bad, I've been kind of non-existent for a bit. I'll try to find some time soon to get some much needed updates in for a couple of scripts that are waiting.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hollywood_Shono on March 14, 2011, 11:15:07 AM
Can we mine the basement of bucs den with the new version?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Khameleon on March 14, 2011, 02:08:33 PM
I've been doing it with no problems except for the anti script code...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: viniciusxis on March 19, 2011, 03:42:23 PM
hi there
been using the script a lot and noticed a few issues that are happening to me
the thing is, after a while running it, it starts recalling from spot to spot doing absolutely nothing. he gets to the new rune and just recalls to the other.. he doesn't even try to mine. after this, when i reset the script i have to click the "reset dig spots" button, or else it won't work, it'll do the same thing.
also (and i dont know if this IS an issue), it is only mining one spot per rune. i play on a freeshard and all my runes are on caves, and every tile on the cave is mineable, so it doesn't get all the resources avaiable from one rune (or this could be just so that i dont get overweight)
i play on a freeshard, osi like almost in everything and the script is working great, this is the only thing keeping me behind
[]'s
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: mouse400 on March 23, 2011, 12:50:21 PM
About to test this script now, will let you know any feedback :)

Post Merge: March 23, 2011, 01:20:22 PM
It's working awesome - no glitches or problems at all - thanks so much!!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: acisman on April 03, 2011, 09:55:06 AM
This is the first script I try on SUO and I love it.

Great Script! I love how it finds mining spots automatically and remembers them.

Thank you very much for you work
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 03, 2011, 02:56:40 PM
Glad you like it acisman, thanks for the feedback! ;)

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on April 04, 2011, 08:03:25 AM
This script is the only one that mines for me in Termur - again thanks!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 04, 2011, 09:10:07 AM
 :D
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bendel on April 17, 2011, 01:46:34 PM
Multi Runebook support should be verry nice ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: HardY- on April 17, 2011, 03:12:08 PM
any idea how i can easy smelt the ore?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 17, 2011, 03:36:54 PM
any idea how i can easy smelt the ore?
Double-click it and target a forge? ;)

Sorry m8, no idea what you're asking.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: HardY- on April 17, 2011, 06:31:00 PM
any idea how i can easy smelt the ore?
Double-click it and target a forge? ;)

Sorry m8, no idea what you're asking.

X

I had the idea of an gump option on the script, like "smelt all items!" then target forge, its boring click a lot of times on all ore id's an target forge a lot of times =)

Another cool idea is work with prospector tool.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hollywood_Shono on April 18, 2011, 10:15:06 PM
I have a small problem with it mining to much and it becomes over weight. Some times it will run 12 hours straight no problem then another time every other hour it will mine to much ore and become over weight.

Any idea whats wrong same rune book same account character etc...

Would there be away to add if system message says: to encumbered that it drops 5 pieces of iron ore or something to that effect... Not sure what else to suggest.

I also get the recall glitch but it eventually fixes itself.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: HardY- on April 18, 2011, 10:28:52 PM
are you garg? garg is with this problem idk why too, but elve and human work nice here.

The only thing i need search is a way to use prospector tool too, it will be great.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: UoLugnutz on April 19, 2011, 04:40:49 AM
I have a small problem with it mining to much and it becomes over weight. Some times it will run 12 hours straight no problem then another time every other hour it will mine to much ore and become over weight.

Any idea whats wrong same rune book same account character etc...

Would there be away to add if system message says: to encumbered that it drops 5 pieces of iron ore or something to that effect... Not sure what else to suggest.

I also get the recall glitch but it eventually fixes itself.

Your answer can be found in the very first line of code

Code: [Select]
set %MaxWeightOffset 45 ;Adjust to fine-tune overweight buffer (%MaxWeight = #MAXWEIGHT - %MaxWeightOffset)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 19, 2011, 05:24:40 AM
Thx Lugnutz.

I think part of the issue could also be lag. I run into this from time to time as well and I can only attribute it to traffic spikes since it will happen on shards where I have a very robust connection.

What the script does is digs then checks the packs weight against the %maxweight variable. If #weight is >= %maxweight it breaks the dig routine and moves to the dropoff. What happens occasionally is that the script moves on to the next dig cycle before it finishes checking the weight of the pack thus the value is the same as the previous dig. Then the next pieces of ore hit the bag and BAM you're overweight.

I imagine this happens when mining in Fel but not in Tram. Also, I would guess that it has nothing to do with the race since I fixed the Gargoyle issue a long time ago.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hollywood_Shono on April 19, 2011, 03:15:03 PM
I guess it may be the lag. I am human form. But its my main server

Ping statistics for 159.153.Xxx.XX:
    Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
    Minimum = 28ms, Maximum = 32ms, Average = 29ms


I dont really lag to much.

Is there another script i could run so if my weight = 500 that it drops 5 iron ore on the ground by him? Or if the message you are to encumbered to move..

Its happening a lot for some reason now... its weird.

I redjusted the max weight number ill see if this helps
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on April 19, 2011, 03:53:31 PM
Change
your setting for your offset xx

ie
set  %MaxWeightOffset xx
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hollywood_Shono on April 19, 2011, 06:43:01 PM
Ah i'll try that method i acutally use Uo Razor so i had a macro goen if weight went over 500 to drop 5 ore.


Is there something in script that can drop the black rock on the ground instead of bagging it?

I see a few scripters goen on my server and there blackrock is scatters all around there recall spots.

Let me know if theres an easy fix to do this

I am also having that problem mentioned earlier now with the Spamming of recalling, and it say something blocking that but.... I've even changed the default while it was trying to recall and it said the same msg even though nothing is blocking it sort of weird.

Thanks
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: BeaverBob on April 21, 2011, 12:23:44 PM
hey XIIxOveR this script ROCKS Ty man i have been using it for about 5 days now i have mined so much ore its nuts i did notice one thing that every now and then my miner will try to recall to a location and it says it is blocked and he will just try over and over again i noticed that if you move him to the next tile over it fixes the problem seems he is just trying to recall to were he already is but anyway thanks again if you are ever on GL and would like some of the ore you helped me get just let me know  :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 21, 2011, 12:54:30 PM
Thanks BeaverBob. I know the exact issue you're talking about, I think sometimes it gets stuck when it tries to recall to the bank and fails but then doesn't realize it failed then tries to recall back to the dig spot but is already there, I've run into this myself a number of times.

In all honesty it's time to overhaul a bunch of things with the script, I got burned out for a while but I'm starting to get back into the game, been creating a new resource gatherer on a new shard actually, so maybe I'll get some of these quirks fixed up!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cerveza on April 22, 2011, 04:14:26 AM
TM's recall subs will recognize a blocked position and use the next one in the book...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 22, 2011, 04:53:27 AM
TM's recall subs will recognize a blocked position and use the next one in the book...
I am using TM's subs so that isn't the case all the time but I haven't figured out why yet. I should have my new resource gatherer starting to mine tonight so this script will inevitably get an overhaul when I start having these issues.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Niro on May 19, 2011, 08:09:16 AM
love the script trained my mining to gm and got loads of ore :D
but if u could add a defence like to detect enemies and using the combo explosion and energy bolt to kill em when mining in fel spots
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Outlaw Josey Wales on May 19, 2011, 08:13:43 AM
if ifs and buts were candy and nuts we would all get what we want for christmas untill then we got wait or either do it ourselves.


I agree with the protection but not sure needs to be magery 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Niro on May 19, 2011, 08:32:52 AM
if ifs and buts were candy and nuts we would all get what we want for christmas untill then we got wait or either do it ourselves.


I agree with the protection but not sure needs to be magery  

i like Margery all you need is an lrc armor and its more cost efficiant
btw i forgot to add would there be any way to detect what kind of ore is coming out and enhance it with the prospecters tool

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: krs187 on May 20, 2011, 02:13:14 PM
Hey XXII Your script is actually impressive depending on connection issues it's almost flawless... -recall to same location while blocked and lag possibly causing overloading... I have noticed the new 3.0 seems to have a lot less flaws than 2.6 but I read here that you were working on a new version of resource gatherer... Was wondering when that would be up and running ? I would love to test the beta for you etc...
Lemme know when it's ready..
Cheers! KRS187

Oh... and PS for those of us who do not require any more blackrock, perhaps an addition to the script opening window allowing us to drop it on the ground?  Just a thought would not cause item overloading while scripting for long periods of time ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TonyUWF on June 09, 2011, 06:02:55 AM
XIIxOver this script is awesome.

I did have a couple of issues but hit them with a mallet and fixed them. hope you dont mind me posting the fixes here, and yes i know next to most of your skill mine's like a monkey beating at a typewriter.lol.

first one was the recalling over and over issue, where it doesnt realise the recall/SJ was successful and tries again but of course the spot is blocked by the char so it constantly failed and keeps trying. i roughly fixed this by adding a one tile movement after trying to recall, so it lands and moves one tile so if it tries again the spot is free. this is how it did it (line numbers on left and stuff in red is new)


1139   gosub TM_NewCastSpell 210 !rbook -1 10 30 ; sacred journey until successful
1140        wait 30
1141    set %newX #charPosX + 1
1142    set %newY #charPosY + 0
1143    move %newX %newY 0 10s
1144    wait 30


Remember this will also move you one til when you recall to secure or bank so mark carefully.

The other issue was my house wouldn't cache, which im guessing many people had, i put a sub in that walks two steps east then 4 north into my house and to my secure and added the goto into thee dropNstock sub. this way my char went into tthe house so could see the secure and it was ahell of alot more private, no million stone porch pouch for me plus i can set my trash can up as the blackrock container!


Like i said some extremely rough stuff but hope it helps somebody if they have the same issue as me!
 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 09, 2011, 07:02:46 AM
Hey Tony - Thanks for posting the details for what you did as a workaround! Hopefully that will help some folks until I find the time to work on this thing again, it's definitely starting to get outdated!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on June 09, 2011, 10:16:01 AM
Just be careful with the "move" command.  Since it's based on your keyboard bindings, so people have that mapping messed up.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TonyUWF on June 09, 2011, 12:58:13 PM
hmm  i didnt think of that TM, thanks, im building a script atm and its got some move in it... what an i best using? pathfinding event?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cenion on June 27, 2011, 04:33:35 PM
Been using this for a few days now, some 300000 ingots mined. Have to say this must be the best script I have used. After fixing a problem with "target cannot be seen" I have had absolutely no problems. It runs smoothly until I run out of shovels/picks. Zero crashes so far. Thanks :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 27, 2011, 05:41:44 PM
Been using this for a few days now, some 300000 ingots mined. Have to say this must be the best script I have used. After fixing a problem with "target cannot be seen" I have had absolutely no problems. It runs smoothly until I run out of shovels/picks. Zero crashes so far. Thanks :)
Glad to hear it m8! Thanks for the feedback!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TonyUWF on June 30, 2011, 01:18:44 PM
Been using this for a few days now, some 300000 ingots mined. Have to say this must be the best script I have used. After fixing a problem with "target cannot be seen" I have had absolutely no problems. It runs smoothly until I run out of shovels/picks. Zero crashes so far. Thanks :)

may i ask how you did that? :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hoby on June 30, 2011, 04:02:58 PM
what are you doing with the blackrock?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: onlyindreams on June 30, 2011, 06:20:00 PM
what are you doing with the blackrock?

Giving it to guildmates to use at the Primeval Lich spawn?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TonyUWF on July 03, 2011, 06:00:14 AM
Ok quick one here, for some reason once in a while my miner keeps getting

Where do you wish to dig?
Where do you wish to dig?
Where do you wish to dig?
Where do you wish to dig?
Where do you wish to dig?

in the journal and isnt targeting anywhere and this just keeps going until i stop the script.

So i was trying to hash out a fix to line 922 that will recognise if 'Where do you wish to dig?' appears in two lines one after another without another line in between that it will move onto the next tile (hopeing this may help and it will then target an actual tile), however i cant find any details on whether just putting || to_dig?_Where_do_you in #journal || into 922 will work, im running it atm and cant see any issue but obviously its hard to tell if the issue doesnt pop its head up again.

Will the journel link the two lines like that so ti will recognise the order of the words or is there a way to let it know to check the end of one line and the beggining of the next..

(trying to learn :D)

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: slackermandan on July 27, 2011, 02:41:28 PM
Edited...

Most of my runes are in a cave.

Some are outside.

Every single outside rune breaks the script - it says "you can't reach that" one time after mining the mountain side for a bit, and then stops.

Any ideas? Great script, but this is driving me bananas.

Thanks for the hard work.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 27, 2011, 06:34:00 PM
Edited...

Most of my runes are in a cave.

Some are outside.

Every single outside rune breaks the script - it says "you can't reach that" one time after mining the mountain side for a bit, and then stops.

Any ideas? Great script, but this is driving me bananas.

Thanks for the hard work.
The first time you run through a runebook it will actually mine all areas around each recall location to figure out automatically which ones are ok to mine and which ones aren't. Then after that it just mines the good spots at each location. It may be that you are just witnessing the first run.

Otherwise, what shard? Where are you mining when you have the issue? What facet? Coordinates are even better so I can try to duplicate.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: slackermandan on July 27, 2011, 08:37:36 PM
I run into the problem in Malas on the mountains just east of town a bit. It will mine the huge cave perfectly, but the mountainside outside causes problems. On a EA shard, not Siege.

I believe I know what it looks like when the script is going through its first run, as I see my char getting the message that say something like "you can't mine there". This doesn't appear to be what it's doing on the side of the mountains where it glitches. I've had it do this at two different runes on the mountain side.

When it glitches out on the mountain side, I have mined a few times and reach the point where it would normally recall (male gargy at 100ish str, it recalls around 350 right now) and it stops. When I look closely, I can see the ore pile in my pack disappearing / reappearing really fast like a strobe light almost.

I'm gonna be moving all my runes to cave mining locations for the time being.

I'll gladly help as much as I can if you want.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Neo on August 01, 2011, 06:22:09 AM
Great script, worked like a charm for me! I loved that it searches all spots, and saves the ones that work...

I'm gonna keep my 3 accounts mining like hell now! :)

Thank you for sharing this!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 01, 2011, 07:08:35 AM
Glad it's working out for you frneo! As you'll notice by some of the intermittent issues some folks seem to have, it's overdue for a slight overhaul but it's still working great for me overall! I really need to spend some time on the Ter Mur issues, I'm finding half my locations not mining at all suddenly for whatever reason; at some point I'll figure that one out...

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on August 01, 2011, 11:29:38 AM
I agree it does need a little love but it still works the best of any mining script for me!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Neo on August 01, 2011, 01:49:34 PM
Glad it's working out for you frneo! As you'll notice by some of the intermittent issues some folks seem to have, it's overdue for a slight overhaul but it's still working great for me overall! I really need to spend some time on the Ter Mur issues, I'm finding half my locations not mining at all suddenly for whatever reason; at some point I'll figure that one out...

X
I haven't used this in Ter Mur yet. If I stop being so lazy and mark a few runes in Ter Mur, I'll try it out there to see what happens...

I gotta read the other pages about this script, to see the issues people are having...

For me, the only issue is that it crashes sometimes at drop off... But that's probably something that is wrong at my end, because apparently every script that has exevent drag/dropc sometimes tend to crash on me... I'm gonna try to increase %dragWait and see if that solves it for me...

Cheers

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 01, 2011, 03:23:21 PM
I'm gonna try to increase %dragWait and see if that solves it for me...
That just may do the trick depending on your ping/lag. I have used this without trouble connecting from East Coast to both West Coast and Euro shards for days at a time.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Neo on August 01, 2011, 03:34:06 PM
Trying to add a Timer in there for Hours/sec/min but having problems :( any way u could help out or add on in there for me ?
Well, I thought about adding a timer for this as well, just to keep track of the amount of ore/hour easier. So I've added a few changes to the original script to add a built-in timer...
Hope this can help you out.

First, you need to replace sub DropnStock with this:
(Actually I just added the line "gosub frneotimer" there, but I posted the entire sub again as to avoid any problems where you should place the gosub)

Code: [Select]
sub DropnStock
gosub frneotimer
   finditem %SecureID
   while #findkind = -1
      {
      gosub TM_TravelFromRuneBook %TravelMethod 1 1 %RunebookID
      if %ToBank = yes
         {
         event macro 1 0 Bank
         gosub GumpWait container_gump container_gump 180_240 ;bankbox
         }
      finditem %SecureID
      }
   set #lobjectid %SecureID
   event macro 17
   gosub GumpWait %SecureGmpName %SecureGmpName %SecureGmpSize
   wait %mWait

   ;Deal with ghost items in pack by re-opening
   event macro 8 7
   wait %lWait

   ;Drop Items
   Repeat
      finditem %AllMinedTypes C_ , #backpackid
      while #findkind <> -1
         {
         if #findtype IN %GemTypes
            set %DropBag %GemBagID
         if #findtype IN %CrystalBRTypes
            set %DropBag %GemBagID
         if #findtype IN %GoldTypes
            set %DropBag %SecureID
         if #findtype IN %OreTypes
            set %DropBag %OreBagID
         if #findtype IN %StoneTypes
            set %DropBag %GemBagID
         if #findtype IN %BlackrockTypes && #findcol <> 0
            set %DropBag %BlkRkBagID
         exevent drag #findid #findstack
         wait %dragWait
         exevent dropc %DropBag
         wait %dragWait
         ;SOMETIHNG HERE THAT CONFIRMS THE ITEM HAS BEEN MOVED TO THE SECURE BEFORE COUNTING SO COUNTERS STOP GETTING EFF'd UP WHEN BANKBOX FULL
         gosub ResourceCnt #findtype #findstack #findcol
         gosub TM_NGFS_SaveVariables XIIxMining
         finditem %AllMinedTypes C_ , #backpackid
         }
   Until #findkind = -1
      
   ;Stock Items
   if %ToTinker = yes
      {
      finditem %IngotTypes C_ , #backpackid
      if #findstack < 20
         {
         set %amount 20 - #findstack
         finditem %IngotTypes C_ , %SecureID
         if #findstack < %amount
            {
            display You need to have at least 20 iron ingots to continue, get some more ingots and resume. Script pausing.
            Gosub Pause
            }
         else
            {
            exevent drag #findid %amount
            wait %dragWait
            exevent dropc #backpackid
            wait %dragWait
            }
         }
        
      repeat
         finditem %TinkerToolTypes C_ , #backpackid
         set !_cnt #findcnt
         if !_cnt < 2
            {
            finditem %TinkerToolTypes C_ , %SecureID
            if #findkind = -1
               gosub Tinker Tools
            else
               {
               exevent drag #findid
               wait %dragWait
               exevent dropc #backpackid
               wait %dragWait
               }
            }
            else
               {
               if #findkind = -1
                  {
                  Display You seem to be out of tinker tools with no way to make more. Script pausing.
                  Gosub Pause
                  }
               }
      until !_cnt > 1
      }
      
   finditem %MineToolTypes C_ , #backpackid
      while #findcnt < 2
         {
         set %amount 2 - #findcnt
         while %amount > 0
            {
            finditem %MineToolTypes C_ , %SecureID
            if #findcnt < 1
               {
               if %ToTinker = no
                  {
                  display You are out of mining tools, get more tools and resume. Script pausing.
                  gosub Pause
                  }
               if %ToTinker = yes
                  {
                  gosub Tinker Shovel
                  finditem %MineToolTypes C_ , #backpackid
                  set %amount %amount - #findcnt
                  }
               }
            else
               {
               exevent drag #findid
               wait %dragWait
               exevent dropc #backpackid
               wait %dragWait
               set %amount %amount - 1
               }
            }
         }
   gosub MenuButtonCheck
Return

Also, you should replace the original "sub Display_M_Tracking" with this one. All I did was add the Timer to this sub. And also, the time will start counting as soon as this menu appears.

Code: [Select]
sub Display_M_Tracking
  set %starttime #scnt
  set %runtime 0h:00m:00s
  menu Clear
menu Window Title XIIxOveR's Mining For Dummies
menu Window Color Gray
menu Window Size 391 300
menu Font Transparent #true
menu Font Align Right
menu Shape M_TrackingBorder 8 24 377 273 4 7 3 Maroon 7 Gray
menu Font Name Comic Sans MS
menu Font Size 10
menu Font Style bi
menu Font Color Black
menu Font Transparent #false
menu Font Align Center
menu Font BGColor Gray
menu Text Title 45 0 XIIxMining Resource Tracking System
menu Font Name MS Sans Serif
menu Font Size 8
menu Font Style b
menu Text IronCnt 28 48 Iron:
menu Text DullCnt 28 72 Dull:
menu Text ShadCnt 28 96 Shad:
menu Text CoppCnt 28 120 Copp:
menu Text BronCnt 28 144 Bron:
menu Text GoldCnt 28 168 Gold:
menu Text AgapCnt 28 192 Agap:
menu Text VariCnt 28 216 Veri:
menu Text ValoCnt 28 240 Valo:
menu Text EcruCnt 120 48 Ecru:
menu Text FireCnt 120 72 Fire:
menu Text TurqCnt 120 96 Turq:
menu Text BlueCnt 120 120 Blue:
menu Text PerfCnt 120 144 Perf:
menu Text DarkCnt 120 168 Dark:
menu Text BlacCnt 120 192 Blac:
menu Text CrysCnt 120 216 Crys:
menu Text SandCnt 120 240 Sand:
menu Text DiamCnt 212 48 Diam:
menu Text RubyCnt 212 72 Ruby:
menu Text StarCnt 212 96 Star:
menu Text SappCnt 212 120 Sapp:
menu Text CitrCnt 212 144 Citr:
menu Text AmbeCnt 212 192 Ambe:
menu Text TourCnt 212 216 Tour:
menu Text AmetCnt 212 240 Amet:
menu Text EmerCnt 212 168 Emer:
menu Text NormStnCnt 304 48 Norm:
menu Text DullStnCnt 304 72 Dull:
menu Text ShadStnCnt 304 96 Shad:
menu Text CoppStnCnt 304 120 Copp:
menu Text BronStnCnt 304 144 Bron:
menu Text GoldStnCnt 304 168 Gold:
menu Text AgapStnCnt 304 192 Agap:
menu Text VeriStnCnt 304 216 Veri:
menu Text ValoStnCnt 304 240 Valo:
menu Font Style
menu Text IronCntVal 70 48 %IronCnt
menu Text DullCntVal 70 72 %DullCnt
menu Text ShadCntVal 70 96 %ShadCnt
menu Text CoppCntVal 70 120 %CoppCnt
menu Text BronCntVal 70 144 %BronCnt
menu Text GoldCntVal 70 168 %GoldCnt
menu Text AgapCntVal 70 192 %AgapCnt
menu Text VeriCntVal 70 216 %VeriCnt
menu Text ValoCntVal 70 240 %ValoCnt
menu Text EcruCntVal 160 48 %EcruCnt
menu Text FireCntVal 160 72 %FireCnt
menu Text TurqCntVal 160 96 %TurqCnt
menu Text BlueCntVal 160 120 %BlueCnt
menu Text PerfCntVal 160 144 %PerfCnt
menu Text DarkCntVal 160 168 %DarkCnt
menu Text BlacCntVal 160 192 %BlacCnt
menu Text CrysCntVal 160 216 %CrysCnt
menu Text SandCntVal 160 240 %SandCnt
menu Text DiamCntVal 254 48 %DiamCnt
menu Text RubyCntVal 254 72 %RubyCnt
menu Text StarCntVal 254 96 %StarCnt
menu Text SappCntVal 254 120 %SappCnt
menu Text CitrCntVal 254 144 %CitrCnt
menu Text AmbeCntVal 254 192 %AmbeCnt
menu Text TourCntVal 254 216 %TourCnt
menu Text AmetCntVal 254 240 %AmetCnt
menu Text EmerCntVal 254 168 %EmerCnt
menu Text NormStnCntVal 343 48 %NormStnCnt
menu Text DullStnCntVal 343 72 %DullStnCnt
menu Text ShadStnCntVal 343 96 %ShadStnCnt
menu Text CoppStnCntVal 343 120 %CoppStnCnt
menu Text BronStnCntVal 343 144 %BronStnCnt
menu Text GoldStnCntVal 343 168 %GoldStnCnt
menu Text AgapStnCntVal 343 192 %AgapStnCnt
menu Text VeriStnCntVal 343 216 %VeriStnCnt
menu Text ValoStnCntVal 343 240 %ValoStnCnt
menu Font Size 10
menu Font Style bi
menu Font Align Left
menu Text Ingots 24 260 Ingots
menu Text Stone 304 260 Stone
menu Shape EUOShape2 20 256 57 4 3 7 1 Black 7 Maroon
menu Shape EUOShape3 300 256 57 4 3 7 1 Black 7 Maroon
menu Font Size 8
menu Font Style
menu Font Align Center
menu Text runtime 192 32 %runtime
menu Font Style b
menu Text timerunning 104 32 Time Running:
menu Font Style
menu Font Color WindowText
menu Font BGColor BtnFace
menu Button M_TrackingStart 105 265 60 25 Start
menu Button M_TrackingReset 225 265 60 25 Reset
;menu Show 0 450
return

And last, you should add this anywhere in the script:

Code: [Select]
;####################
;SUB frneotimer
;####################
sub frneotimer
set %currenttime #scnt
set %time %currenttime - %starttime
set %hh %time / 3600
set %rest1 %time % 3600
set %minutes %rest1 / 60
if %minutes < 10
   {
   set %mm 0 , %minutes
   }
else
    {
    set %mm %minutes
    }
set %seconds %rest1 % 60
if %seconds < 10
   {
   set %ss 0 , %seconds
   }
else
    {
    set %ss %seconds
    }
set %runtime %hh , h , : , %mm , m , : , %ss , s
menu set runtime %runtime
return

That's it, hope I didn't forget to post any of the code.

The end result should be something like this:

(http://img30.imageshack.us/img30/8639/xiiminer.jpg)

The timer will be updated every time you recall home to drop off the resources...

Hope this is what you meant, and if so, hope you like it... :)

If you give it a try, send some feedback!  ;)

PS: XII, if you don't like this, just tell me and I'll remove this post!  :-[

Cheers...



Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 01, 2011, 04:05:06 PM
Good stuff m8, thanks for sharing your customizations.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Goliath on August 01, 2011, 05:10:10 PM
Very Nice !!  Your menus are incredible... nice work on the code :D
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on August 06, 2011, 08:37:39 AM
thanks for keeping this going. Have always enjoyed this script. In the new version, I have noticed three things.
First, script hangs if blackrock bag gets full. It seems blackrock spawn has been increased. I am getting 125 a day on two miners. I worked around it by setting my trash barrel as my blackrock secure.

Second. If you lose connection at home, the script hangs. I am using C2's auto logger. When the client is logging in, the script is trying to open the secure, which results in a message that it cant find ingots.

Third. Script will sometimes hang recalling to a spot you are already in. I think this is lag related. It does not seem to be catching that the spot is blocked.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 06, 2011, 12:01:55 PM
Thanks for the feedback mun.

First, script hangs if blackrock bag gets full. It seems blackrock spawn has been increased. I am getting 125 a day on two miners. I worked around it by setting my trash barrel as my blackrock secure.
Yeah this is about the only solution with this script. I actually run this from a bank quite a bit and I always chose recall spots next to trash cans.

Quote
Second. If you lose connection at home, the script hangs. I am using C2's auto logger. When the client is logging in, the script is trying to open the secure, which results in a message that it cant find ingots.
I know what you're talking about. I never spent the time to think through how to handle the auto-logger routines, etc but the script has to be looking all the time to know that it shold go into a "pause" type of function while it waits but at the same time it needs to know where it left off. Just haven't thought much about it but will eventually.

Quote
Third. Script will sometimes hang recalling to a spot you are already in. I think this is lag related. It does not seem to be catching that the spot is blocked.
This I've actually addressed in my own personal copy and is in the way I'm handling the error checking (actually, the way I'M NOT handling error checking) with TM's travel subs. Definitely will be an easy one to get updated I think.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on August 06, 2011, 08:52:18 PM
Wow, thanks for the quick reply 12x. One other addition, I changed the auto miner range to 3. Lets you reach more spots, and matches the range with mining radar.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on August 06, 2011, 09:25:10 PM
Wow, thanks for the quick reply 12x. One other addition, I changed the auto miner range to 3. Lets you reach more spots, and matches the range with mining radar.

Where did you make that change?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on August 06, 2011, 10:01:40 PM
Code: [Select]
;####################
;SUB AreaMine
;####################
sub AreaMine
   set %dx #charposx - 3
   set %dy #charposy - 3
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on August 07, 2011, 06:58:07 AM
Code: [Select]
;####################
;SUB AreaMine
;####################
sub AreaMine
   set %dx #charposx - 3
   set %dy #charposy - 3

Thanks! - I'll give it a try.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 07, 2011, 08:44:31 AM
Wow, thanks for the quick reply 12x. One other addition, I changed the auto miner range to 3. Lets you reach more spots, and matches the range with mining radar.
That's actually another change I made to my personal version that will probably be making the next update. I don't find it to helpful except ib cave's but nevertheless...

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: cvillanFL on August 10, 2011, 01:13:03 PM
Been using this for a few days now, some 300000 ingots mined. Have to say this must be the best script I have used. After fixing a problem with "target cannot be seen" I have had absolutely no problems. It runs smoothly until I run out of shovels/picks. Zero crashes so far. Thanks :)

Ah, I'm having the same issue with target cannot be seen, how did ya fix it?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: slackermandan on August 11, 2011, 10:34:59 AM
I'm back to attempting to script mine now after a week or so of LJing instead.

This script seems to only encounter problems within the recall / runebook subs.

At least once every hour or so I have to manually restart the script because the runebook / recall subs start having me recall to where I already am, thus giving me the "something is at that location" message which is an endless loop as there is no sub that fixes this.

If I had scripting skills, I'd try to borrow the recall / runebook subs from the MWinc. Lumberjacking script over at easyuo - http://www.easyuo.com/forum/viewtopic.php?p=305073#305073

The subs seem way faster when I'm LJing. They don't set the default location for each recall, which I think is part of where this script glitches out. It seems to set the default location to where I already am, which is when it breaks & I have to restart the script.

I'm still loving the script, as I study for finals I can watch my guy mine & restart the script when it glitches. I just wish I was script writing capable & could try to swap in MWs recall subs.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 11, 2011, 11:34:32 AM
The travel subs are Trailmyx's standard subs and the last location method is by his design, and actually is much faster when your magery or chiv isn't high enough to avoid fizzles. On the other hand, if you are high enough it certainly takes a little bit longer. An argument can be made in either case as to one method being better than the other.

As for the other issue though, yes that's a known issue that I need to fix. Funny thing is that I can sometimes run for 20+ hours without the problem, sometimes it feels like it's every time I look at the screen. Stay tuned.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on August 18, 2011, 08:56:21 AM
Minor glitch. When you hit reset on the menu, the pause button becomes a start button, then loses functionality.

The menu results don't match mined quantities, or smelt result. Im trying to observe why, but lack time. BOOOOO on work!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 18, 2011, 09:20:15 AM
Minor glitch. When you hit reset on the menu, the pause button becomes a start button, then loses functionality.

The menu results don't match mined quantities, or smelt result. Im trying to observe why, but lack time. BOOOOO on work!

Now THERE's one I should be able to fix pretty quickly! I'll look at it later.

On the menu results - the counters are configured to track what you drag from your backpack and drop to your secure and the ore counts are based on potential ingot count after smelting. Not sure if the discrepency you're noticing fits into any of these categories or not but let me know.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Goliath on August 18, 2011, 10:03:58 AM
Hey.. This is still an awesome script.  I have been using it alot lately.  Sure.. The menu said that I had gotten 5780 pieces of blackrock, but that is one serious minor flaw if you ask me.  I remember seeing on here in the comments how to make it dump into a trash can and need to dig that up.  Currently that is the only thing that has stopped me in my tracks was the bank filling up with blackrock.

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 18, 2011, 10:14:39 AM
Hey.. This is still an awesome script.  I have been using it alot lately.  Sure.. The menu said that I had gotten 5780 pieces of blackrock, but that is one serious minor flaw if you ask me.  I remember seeing on here in the comments how to make it dump into a trash can and need to dig that up.  Currently that is the only thing that has stopped me in my tracks was the bank filling up with blackrock.
ROFL!! 5780 pieces of blackrock?!?! I'm guessing that your secure or bankbox got full and the script hung in a loop trying to dump a piece of blackrock off unsuccessfully over and over - that's happened to me on a number of occasions when I'd walked away for a while.

I should probably add a check for a comparison of the #findcnt before the drop then the #findcnt after the dorp to make sure it has decremented successfully before adding to the count variable, wouldn't really be that hard to add if I can find the damn time. Summer is almost over though, might be able to breath soon!!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Goliath on August 18, 2011, 11:39:42 AM
Hey.. This is still an awesome script.  I have been using it alot lately.  Sure.. The menu said that I had gotten 5780 pieces of blackrock, but that is one serious minor flaw if you ask me.  I remember seeing on here in the comments how to make it dump into a trash can and need to dig that up.  Currently that is the only thing that has stopped me in my tracks was the bank filling up with blackrock.
ROFL!! 5780 pieces of blackrock?!?! I'm guessing that your secure or bankbox got full and the script hung in a loop trying to dump a piece of blackrock off unsuccessfully over and over - that's happened to me on a number of occasions when I'd walked away for a while.

I should probably add a check for a comparison of the #findcnt before the drop then the #findcnt after the dorp to make sure it has decremented successfully before adding to the count variable, wouldn't really be that hard to add if I can find the damn time. Summer is almost over though, might be able to breath soon!!
Don't kill yourself over it bud:) It is really minor to me and kinda comical to be honest.  I know what you mean on not having time.  I have been dying to do research on doing my own script and wanting to learn, but any spare time I have to devote to research has needed to be spent researching things for my job.  Of course that is what puts the food on the table for my little buddy so it has to take priority.  Someday I will get the time to put in the research and build my first script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: zoot55 on August 20, 2011, 12:09:48 PM
jw if there is anyway to get around it just useing 125 picks in the secure bag becuz if there is id be ablue to use it longer if not it cool is it a amazing script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 24, 2011, 10:58:52 AM
Unfortunately it can't look into multiple bags for tools. I just use a second account to keep the Secure stocked in those cases.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: zoot55 on August 28, 2011, 02:11:52 AM
k thank for replying :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on September 29, 2011, 02:30:31 PM
  I just got around to trying this out as i was skeptic about the single runebook but i have to say i LOVE this!!

It is SO quick, efficent and smooth that it's got me hooked now.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on September 29, 2011, 03:15:11 PM
  I just got around to trying this out as i was skeptic about the single runebook but i have to say i LOVE this!!

It is SO quick, efficent and smooth that it's got me hooked now.
Nice :D thanks for the feedback.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 01, 2011, 01:15:57 PM
  I've been running this for a few days testing and exploring. Its hanging trying to mine sand and i'm not sure how to fix this.

When it hits the rune it'll mine the sand tiles then repeat on all of them instead of moving on to the next rune. I did assume it was meant to mine sand since it's listed in the tracking system?

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Meatt Wad on October 03, 2011, 01:05:17 PM
This script  ran beautifully for me.
Only thing I noticed was that sometimes (not always) it would go to the first rune and not dig, then recall to next and dig like a champ. (was using recall to bank method)
This script is so smooth it is ridiculous. I Love It. Well Done!!

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: NubiUser on October 12, 2011, 04:30:54 AM
Apart from a couple of teething problems (teach me for not RTFM) this has worked like a charm!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 12, 2011, 02:30:29 PM
  Sorry to bother ya but i found some more feedback for the sand issue i was having.

The way i had my runebook set up, i had 3 sand runes and it detects the first sand tile and starts mining then loops on that 1 sand tile until a restart. Thinking it was just the location I switched some runes up to other sand locations and got the same result. Also it didn't dump the sand in secure.

Other than that it's still the most efficent and smooth ore miner out.
Thanks!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 13, 2011, 02:15:25 AM
  Sorry to bother ya but i found some more feedback for the sand issue i was having.

The way i had my runebook set up, i had 3 sand runes and it detects the first sand tile and starts mining then loops on that 1 sand tile until a restart. Thinking it was just the location I switched some runes up to other sand locations and got the same result. Also it didn't dump the sand in secure.
Thanks for the feedback bodfather.

The script doesn't actually support Sand quite yet although, as you already pointed out, I started working toward that. I'll take a look and see if I can get that done quickly - this script has definitely needed some love for quite a while now.

More to come...

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 13, 2011, 06:49:58 AM
Yes - sand would be nice but a mining tool would be better!!!!!!!!!!!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 13, 2011, 07:59:41 AM
Yes - sand would be nice but a mining tool would be better!!!!!!!!!!!!
You mean Prospector's? If so I agree completely. I'm rotating through my scripts right now making much needed updates. I started working on this one again this morning before work so I'm sure I'll get something out quickly.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 13, 2011, 08:02:26 AM
i'll be ready to test!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 14, 2011, 03:04:03 PM
Anyone able to confirm if there are any messages other than the following two related specifically to mining sand?

1) you carefully dig up sand of sufficient quality for glassblowing
2) there is no sand here to mine

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on October 14, 2011, 03:10:07 PM
3) you have sand in your buttcrack.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 14, 2011, 03:34:58 PM
3) you have sand in your buttcrack.
Hehe...hehehe... ???
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 14, 2011, 03:35:52 PM
Those were the only 2 i got.

Not the buttcrack one the ones you said..oh my lol
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SolidSnake on October 14, 2011, 07:01:12 PM
I have used this script for years now. 12x will add / update things every now and then and it has simply been like a great old watch...it just keeps on ticking.

Thanx brother!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 15, 2011, 02:32:23 AM
Script Updated - Version 3.04

Finished adding sand support and some general cleanup of the Area mine routines.

If anyone feels up to testing the sand routines out it would be appreciated.

Will tackle prospector's tools next!

x
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 15, 2011, 08:26:38 AM
After I make some mods - will test it this afternoon.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 15, 2011, 11:16:22 AM
Script Updated - Version 3.04

Finished adding sand support and some general cleanup of the Area mine routines.

If anyone feels up to testing the sand routines out it would be appreciated.

Will tackle prospector's tools next!

x

Getting ready to put it through the mill right now!! Thanks a ton!!

I have a few runes which can reach sand AND ore same recall spot so it'll be a true test.

EDIT: Found sand tiles PERFECTLY but still wasn't dropping it. I went out on a limb and checked the item type you had for sand.
%sandtypes KSG and with my item id script i got AFZ as the type so i added it and now working perfectly.

Thanks again!!

EDIT 2: Been running SMOOTH for hours now, part ore, part sand with shovel set to ore and gems.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 15, 2011, 01:08:15 PM
The stone mined do not show on menu
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Newsman on October 15, 2011, 06:51:59 PM
i find the script works better if you change lines 795 and 796 from 2 to 3.

794             sub AreaMine
795                set %dx #charposx - 3
796                set %dy #charposy - 3

The reasoning being, you get better line on sight on more mountains if you step a tile back from them.  You'll often be able to reach more than if your char was closer to the mountain. 

It takes longer to run the first time but afterwards it's more efficient in the long run.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 16, 2011, 05:02:49 AM
Yeah I do that myself on my own version but people complained a lot about the time it took the first round. It's personal preference I guess, I may up it to 3 (49-tile scan) in the next update.

I'll look at the stone counting issue Gimlet, that's odd because it used to work and I haven't touched any of that logic lol. What color stone didn't count, or was it all colors? I wonder if I have another itemtype issue.

Which brings me to the sand piece, very strange - I'm wondering if the itemtype changed at some point, maybe back when Sand became stackable. I know I had the correct one at some point but it's been a long time since I payed attention lol. I just confirmed AFZ here as well and have updated the script. Thanks!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 17, 2011, 06:25:15 AM
I went back to earlier versions and stone did not count there also. No big deal since it moves it to storage just fine.

FYI - I work mainly out of a bank.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 17, 2011, 07:19:04 AM
I went back to earlier versions and stone did not count there also. No big deal since it moves it to storage just fine.

FYI - I work mainly out of a bank.
Great to know man, thanks!

I work out of the bank most of the time myself since I rarely play the shards I have houses - go figure lol...

I'm working on this minor issue as part of a larger release so hopefully I'll get that done quickly.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 19, 2011, 02:12:27 AM
i find the script works better if you change lines 795 and 796 from 2 to 3.

794             sub AreaMine
795                set %dx #charposx - 3
796                set %dy #charposy - 3

The reasoning being, you get better line on sight on more mountains if you step a tile back from them.  You'll often be able to reach more than if your char was closer to the mountain. 

It takes longer to run the first time but afterwards it's more efficient in the long run.
Oh, and don't forget to change:

Code: [Select]
   for %a 1 5 ;change 5 to 7
      {
      for %b 1 5 ;change 5 to 7

and at the bottom of the for loop:

Code: [Select]
      set %dy #charposy - 2 ;change 2 to3
Without these you are still only hitting 25 tiles instead of the 49 you are trying to hit.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 19, 2011, 06:07:49 AM
I went back to earlier versions and stone did not count there also. No big deal since it moves it to storage just fine.

FYI - I work mainly out of a bank.
Well I'm still totally perplexed by this one. Since it's moving everything correctly we know I have the Item Types ok. I've gone through the logic and it seems sound. The only thing I can think is that it's possible that the #findcol values for the stone aren't correct. I've looked around online and I've found exactly what I already am using, but I've never sat and actually checked each Stone color #findcol value.

If anyone is bored and wants to grab those I would be very appreciative! Otherwise I can try to get to it later although I'll have a hell of a time getting the Agapite through Valorite values I'm sure since I don't already have the resources and will need to mine for them.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 19, 2011, 06:40:57 AM
  I found a small issue as well. I changed the charposx, y, %A and %b and reset my dig spots. I have a few runes to get ore and sand in the same rune and when it went through the initial setup run it found those spots, mined them dry but is now bypassing the sand and mining only ore. It did find 3 more sand spots i didn't know about or even see.

It DID save my standard obvious sand tiles on beaches.

I'm thinking these may be odd sand tiles so i'll try to figure those out and get back with ya but it did confuse me when it mined them dry before moving on to the next tile during setup.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 19, 2011, 07:12:22 AM
I went back to earlier versions and stone did not count there also. No big deal since it moves it to storage just fine.

FYI - I work mainly out of a bank.
Well I'm still totally perplexed by this one. Since it's moving everything correctly we know I have the Item Types ok. I've gone through the logic and it seems sound. The only thing I can think is that it's possible that the #findcol values for the stone aren't correct. I've looked around online and I've found exactly what I already am using, but I've never sat and actually checked each Stone color #findcol value.

If anyone is bored and wants to grab those I would be very appreciative! Otherwise I can try to get to it later although I'll have a hell of a time getting the Agapite through Valorite values I'm sure since I don't already have the resources and will need to mine for them.

X



I have them - will post after i get home from work today
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 19, 2011, 07:12:59 AM
  I found a small issue as well. I changed the charposx, y, %A and %b and reset my dig spots. I have a few runes to get ore and sand in the same rune and when it went through the initial setup run it found those spots, mined them dry but is now bypassing the sand and mining only ore. It did find 3 more sand spots i didn't know about or even see.

It DID save my standard obvious sand tiles on beaches.

I'm thinking these may be odd sand tiles so i'll try to figure those out and get back with ya but it did confuse me when it mined them dry before moving on to the next tile during setup.
That's an interesting one!

I don't know how comfortable you are in the registry, but you could get the X_Y_Z coordinates and compare against the XIIxMiningYesMine and NoMine persistent variables that are housed there just to see if it did indeed add the spots to the correct variable. I'll look through the logic a little bit more to make sure I didn't miss anything when I added the sand logic.

You could even do something like

Code: [Select]
set %variable X_Y_Z ;where XYZ = your dig spot coordinates
if %variable IN *12TimesMiningYesMine
   Display Coordinates found in YesMine!
if %variable IN *12TimesMiningNoMine
   Display Coordinates found in NoMine!
Halt

And just see if there is some issue where the spots are being tracked in both somehow, technically this is feasible and I've been meaning to change the way they are stored for a while now to avoid such coincidences.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 19, 2011, 08:15:17 AM
Ok here's what i did: I reset my dig spots again with euo open and tile info showing so i could closely see the tile ids as the script found them and mined.

Here's what i got off my personal runes.
6039,6040,6041,6042,6043,6044

They show as water while it's digging but i get sand from them.

I added them but they still didn't save. Maybe i need to reset dig spots with new tiles added?

I'm really not worried with bothing you about this because the chance of anyone else using runes like mine is prolly 1 in 500. I'm just out to strip mine every single resource i can from my runes.

Where would i add this in at? No i don't think i can do the registry yet.
set %variable X_Y_Z ;where XYZ = your dig spot coordinates
if %variable IN *12TimesMiningYesMine
   Display Coordinates found in YesMine!
if %variable IN *12TimesMiningNoMine
   Display Coordinates found in NoMine!
Halt

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 19, 2011, 09:44:12 AM
Ok here's what i did: I reset my dig spots again with euo open and tile info showing so i could closely see the tile ids as the script found them and mined.

Here's what i got off my personal runes.
6039,6040,6041,6042,6043,6044

They show as water while it's digging but i get sand from them.

I added them but they still didn't save. Maybe i need to reset dig spots with new tiles added?
Instead of looking at the tile id's and name can you then look at the #ltargetx, #ltargety, and #ltargetz system variables? You will see the X/Y/Z values of the tile it is mining. These values should match something in one of the variables I mention below.

I'm not using the tile id values at the moment so those big lists of numbers at the top of the script aren't doing anything for us for now.

Quote
I'm really not worried with bothing you about this because the chance of anyone else using runes like mine is prolly 1 in 500. I'm just out to strip mine every single resource i can from my runes.
No bother, this is something that could indeed impact just about anyone, unless I figure out that it's something unique to bodfather I view it as an issue with the logic in the scirpt.


Quote
Where would i add this in at? No i don't think i can do the registry yet.
Code: [Select]
set %variable X_Y_Z ;where XYZ = your dig spot coordinates
if %variable IN *12TimesMiningYesMine
   Display Coordinates found in YesMine!
if %variable IN *12TimesMiningNoMine
   Display Coordinates found in NoMine!
Halt
This you would copy and paste into a new EUO window as a script all in it's own but you first need to get the X/Y/Z coordinates to check.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 19, 2011, 02:43:51 PM
High Quality Granite BVI
FINDCOL

granite 0
DC 2419
Shad 2406
copper 2413
Gold 2213
Bronze 2418
agapite 2425
verite 2207
Val 2219
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 19, 2011, 04:14:22 PM
  Well i've done all i can do. Retried setup, got all the ltarget xyz's and added them into the yesmine. What i didn't do was add them in order (don't know if that matters?) and still bypasses those spots after the initial setup.

What i did notice was, there are no xyz's in the nomine. It's completely blank when i click it to see what's there.

I'm completely stumped.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 19, 2011, 06:32:49 PM
High Quality Granite BVI
FINDCOL

granite 0
DC 2419
Shad 2406
copper 2413
Gold 2213
Bronze 2418
agapite 2425
verite 2207
Val 2219
Damn, that's what I have already. Guess I'll have to start mining again so I can get some inventory to start testing again.

As for your issue bodfather, I'm going to have to try to test it myself. Can you give me the location including XY coordinate of where you are recalling into? Feel free to PM me if you'd like to keep it quiet, I'd like to try to reproduce your issue.

X

<edit> Ok, found the Stone count problem - stupid typo. Haven't up'd new version yet, gonna wait for some more updates.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 20, 2011, 07:14:56 AM
 Well i've done all i can do. Retried setup, got all the ltarget xyz's and added them into the yesmine. What i didn't do was add them in order (don't know if that matters?) and still bypasses those spots after the initial setup.

What i did notice was, there are no xyz's in the nomine. It's completely blank when i click it to see what's there.

I'm completely stumped.
Ok Bodfather, I have reproduced your issue at the coordinates you provided me via PM. I see that all spots are being tracked as good or bad correctly but then the next time I visit it's hitting only a single spot then moving on.

I'm going to test again at a different spot because this explains some other issues I've seen. Thanks for your info, more will surely be coming soon.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 20, 2011, 07:50:57 AM
Thanks!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 20, 2011, 08:55:18 AM
Woohoo! Found the issue. The tile loop isn't cycling through the tile layers correctly. It's basically trying only the first layer of the tile then moving on to the next tile. This would be an issue anywhere there is layer issues, hopefully this will make the script work a lot better everywhere!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 20, 2011, 12:40:58 PM
Updated to 3.06

Fixed both stone counting issue, the skipping dig spots issue, and some other misc stuff.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 20, 2011, 01:25:20 PM
  Works perfect now. Seems like it's faster as well.

Only 2 issues i can see. None are game changing and one can be tweaked by user.

-when pack gets full it'll recall home and drop wait time is a little fast.
-when it recalls back to the spot it'll try all saved runes again at that spot. (which could actually be good)

Other than that it's PERFECT this time for me. You know my spots too, i get the most out of em.

*Edit* for those of you that changed the charpos x,y and a,b you'll have to change those again.  ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 20, 2011, 01:40:35 PM
After I make my mods - i will check latter tonight
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 21, 2011, 02:30:03 PM
Found one more error


else
            gosub XIIxMoveStuff #findid SecureID 1 #backpackid


should it be

else
            gosub XIIxMoveStuff #findid %SecureID 1 #backpackid
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 21, 2011, 04:13:55 PM
LOL yup, good catch. Updating now. That's what happens when I do things in a hurry hehe.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Masscre on October 22, 2011, 08:13:48 AM
Just dropped in to say thanks for fixing the ter mur mining area. It works again. I have not been able to ming in ter mur in close to a year :) Very nice work 12x^.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 22, 2011, 10:57:53 AM
Updated to fix typo Gimlet caught above.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on October 23, 2011, 03:47:28 PM
Cant wait for next version!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Newsman on October 27, 2011, 10:37:01 AM
2 things to look at.

When it arrives at a mining location, there appears to be a lengthy delay before it begins to mine compared to the arrival and beginning of mining of other scripts.
It recalls or sacred journey's in.  It waits a few seconds then mines.

Also, I find the script tries to recall to the spot it's already at after it first arrives at the next recall location.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 28, 2011, 02:21:19 AM
When it arrives at a mining location, there appears to be a lengthy delay before it begins to mine compared to the arrival and beginning of mining of other scripts.
It recalls or sacred journey's in.  It waits a few seconds then mines.[/quote
This is likely happening because of the automated function and is by design. When you get to a spot it goes through every layer of every tile to determine if it's a layer that's been mined, should be mined, or should be ignored. Depending on the spots you mark it might take a couple of seconds to examine tiles contiguously until it gets to your first mineable tile.

Quote
Also, I find the script tries to recall to the spot it's already at after it first arrives at the next recall location.
Can you give any examples because I don't experience this when I use it. There are a couple of quirks that I need to figure out where it ends up getting stuck trying to recall to the spot it's standing already rather than to the bank or to the next spot, I haven't had much luck figuring that out yet, but I can go all day sometimes without that happening while other times it seems to happen every couple of hours.

I will play around a bit more and watch for a bit to see if I can see what you're reporting.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Newsman on October 28, 2011, 07:25:20 PM
12x it doesnt cause a serious issue when it tries to sacred journey to the spot where it's already at.  It's almost as thought it isn't detecting it arrived at the destination in the first place and needs to do it a second time.  It never tries to go to the same place more than twice. 

I've run the script for 48 hours(brief delay for server down) without any major holdups.  This script just needs some focus on making it more efficient on time. 

Otherwise, it's an excellent script that's clearly improving at a rapid pace.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 31, 2011, 09:29:47 AM
Updated to version 3.1

Let go of 4.0 in order to focus on cleanup of issues instead before moving on to more features. Based on feedback in this and the 4.0 testing threads:

3.1

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Alpha on November 01, 2011, 06:14:32 PM
V3.1  line 1936 still commented out heh...

;menu show 0 450


Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on November 08, 2011, 11:38:00 AM
V3.1  line 1936 still commented out heh...

;menu show 0 450
Man, never saw this as an Unread message so I'm just seeing it now.

Good catch! I had commented it out when doing some testing. Fixed and re-up'd.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Joshua1601 on November 23, 2011, 04:28:41 AM
I am new to this site I posted my intro but for the life of me can not find this script to download. Can you point me in the right direction ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toptwo on November 23, 2011, 05:48:41 AM
I am new to this site I posted my intro but for the life of me can not find this script to download. Can you point me in the right direction ?

  Patience Grasshoppa.....you needed a MOD to come by and unrestrict you...sometimes even we need to sleep. Try it again now. Welcome to the group, hope to see you active on the boards.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 22, 2011, 12:04:03 PM
Hi all, i am getting "target cannot be found" when i start mining with this script.....

I think i know what it is, but not sure how to fix it....

It sets up perfectly, once i hit start it opens my secure box before recalling to my first spot, then when it trys to start mining it is using "event macro 22" which i think is "last target"
So i think its trying to mine the secure chest hence the target cannot be found...

I have kind of proved this by pausing the script and then manualy mining 1 lot of ore from the spot and then resuming the script, it will happily mine that spot out, but once it hits the next rune i get either "you cannot mine here" or target not found, so i think again its using event 22 and trying to mine the runebook......

Ive played with changing to a different event macro like next target etc but no luck yet......
Hopefully someone can point a numpty like me in the right direction....
Cheers.....
PS:i am on a freeshard if that makes a difference....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 23, 2011, 02:37:38 AM
This is completely normal when you first start the script. The first time it goes through your runebook it "learns" all of the potential mining spots at each location and saves them, The next time you go through the book it should only do the good spots.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 23, 2011, 03:12:58 AM
Hmm, ok will give it another try, but after 10 mins in the first spot it still didnt move....
Maybe i should delete it all and the reg folder and start again.....
Cheers for the help...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 23, 2011, 10:04:43 AM
When you say it "learns" the spots, do you have to maunaly click the spots or does it learn by itself?
I used a mining radar to mark a bookfull of spots and it recalls to the first and just repeats "target cannot be seen"
Maybe my server has different tile codes....
Will have to look deeper...
I noticed that 2 others had the same problem in this thread, but they dont say how they fixed it....
I need to eat a scroll of scripting i think  :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 23, 2011, 10:18:32 AM
When you say it "learns" the spots, do you have to maunaly click the spots or does it learn by itself?
I used a mining radar to mark a bookfull of spots and it recalls to the first and just repeats "target cannot be seen"
Maybe my server has different tile codes....
Will have to look deeper...
I noticed that 2 others had the same problem in this thread, but they dont say how they fixed it....
I need to eat a scroll of scripting i think  :)
Just let it keep running. It is going to test digging a few dozen tiles at eace location. It will hit some good and some bad tiles. When it gets a "Cannot be seen", "can't mine that", etc it will grab the x/y/z coordinate of that tile and put in in a variable to never dig again. The ones that actually dig successfully get added to a "always dig this" variable.

Now the one thing to pay attention to being on a free shard is whether your journal messages are the same as OSI when you mine. Each time you mine a message hits the journal and the script checks that message to see whether or not it's a good tile to mine. If your messages are different than OSI you would have to modify the script.

Once you make it through the entire book you shouldn't see failed messages anymore as only the "good" tiles will be mined.

This is all automatic, that's the beauty of this script - you don't need to target your dig spots.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 23, 2011, 10:26:38 AM
You may have hit the nail on the head....
I let it run for 20 mins earlier and it didnt move from the first recall, just kept getting the target cannot be seen......It never actualy found a diggable tile....
Ok so i need to look at the code and find the message it is looking for and see what my journal says for that action......
I'll get there in the end.......
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 23, 2011, 10:58:09 AM
12Timesover you are a genius....
Changed the wording in the journal and away we go.......
Had to change "cannot_see" to "cannot_be_seen"
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 23, 2011, 11:01:43 AM
12Timesover you are a genius....
Changed the wording in the journal and away we go.......
Had to change "cannot_see" to "cannot_be_seen"
Awesome!!

Yeah, it's hard to know what differences a free-shard might introduce. Glad you're cruising along now!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 23, 2011, 12:31:49 PM
Ive learnt more about scripts in the last 2 weeks here than i have done since i started dabbling in them...
Thanks guys and gals, you dont get enough recognition for putting up with us newbies...
One happy camper here......
 :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 25, 2011, 09:25:14 AM
I noticed a few people asking for Fire beetle support for this script....
Whilst it sounds a good idea i personaly think it would be a waste of the high end ore/ingots.....
If you had a smelting script included with the mining script then it would not be practical to have it smelt the high end ore 1 at a time on the spot, smelting it in big chunks will waste 50% of your ingots....

All i have done is found a smelting script that will do the high ore 1 at a time and added  "  _JJ  " to the list of forges to then include the fire beetle.....
Sit by your secure, hit play and make yourself a cup of tea while it sorts your high end ore out....

I know that most of you guys are knowledgable enough to see this as basic info, but there are some of us still feeling our way through scripting, and it may come in handy for someone reading this......
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 25, 2011, 12:28:15 PM
I'm having some problems with mining a cave....

In euo "tile info" the script is finding tile numbers that match the ones in the script, its calling it a "cave floor" so it recognises where it is but "#tile flags" alternates between "Background_Surface_NoShoot_Unknown1" and "impassable"

When i first run the script it goes through its good/bad tile finding routine and moves onto the next, but never manages to mine anything, even on the second run....
I get the "target cannot be seen" on every tile digging attempt, it works perfectly outside the cave on snowy mountain but just wont mine cave floors.....
So the journal writings match and it recognises the tile id's, but every one is target cannot be seen....
Any pointers will be appreciated as always....its no biggie but wanted a few rune books set so i am not always in the same place....
Cheers
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Xanderyum on February 07, 2012, 08:18:34 AM
On A Shard where I can't Recall, this script is sweet!  I was having some problems with gating and trying to dig at the Bank but I usually run it when i can intervene with my little Miner in training.  A couple of requests: Could you add the option to Med if i haven't enough mana to gate yet? and if I am going back to the same place to mine after gating to the bank my gate is still open as the dropping off of ore is pretty fast.  SO could the script look to see if a gate is still open and go through it?  I assume these things will take some effort and am fine with out them too. Thanks for this script!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 08, 2012, 01:16:07 PM
I think those are great ideas Xander, definitely applicable to Siege and Mugen prod shard playing as well. Some day I'll get back to playing again and getting this script updated, I was on a role for a bit but then life got busy again. I still have a version 4.0 that started to get released but then I pulled back because of issues then got bored LOL. I'll think about these ideas for 4.0 inclusion.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on February 20, 2012, 05:44:57 PM
Since I am super new to this whole thing. I went with this script and have been doing well. Seems to run smooth enough for me even running four clients at once. Thank you!!!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 21, 2012, 09:54:19 AM
Since I am super new to this whole thing. I went with this script and have been doing well. Seems to run smooth enough for me even running four clients at once. Thank you!!!!
Glad to hear it Cush!! Thanks for the feedback!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Tommy Boy on February 28, 2012, 04:07:58 PM
I like everything about this script except having the bank/secure rune in the same book as mining locations.  I just prefer it in a separate book.

Otherwise great script.  It seems to be running fine for me so far.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Joshua1601 on March 19, 2012, 01:16:59 PM
Hey all. I am wondering if anyone has a problem with this script since the patch. Everything works except when you recall you just stand there and do not mine any more. Any help would be appreciated.

Thanks.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: onlyindreams on March 19, 2012, 02:10:03 PM
Hey all. I am wondering if anyone has a problem with this script since the patch. Everything works except when you recall you just stand there and do not mine any more. Any help would be appreciated.

Thanks.

I haven't tried running it lately myself. Is your status bar up? And you have shovels/pickaxes in your pack?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 19, 2012, 04:30:40 PM
Hey all. I am wondering if anyone has a problem with this script since the patch. Everything works except when you recall you just stand there and do not mine any more. Any help would be appreciated.

Thanks.

It's pretty likely that there is an issue related to the tile problems with EUO right now. I'm probably not going to look at any issues until EUO is updated correctly but if anyone else can vouch for this please let me know!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: blake378 on March 20, 2012, 10:29:05 PM
same problem here recalls in and then just stands there. first bit of trouble ive had with it though
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: onlyindreams on March 20, 2012, 11:06:30 PM
Hey all. I am wondering if anyone has a problem with this script since the patch. Everything works except when you recall you just stand there and do not mine any more. Any help would be appreciated.

Thanks.

It's pretty likely that there is an issue related to the tile problems with EUO right now. I'm probably not going to look at any issues until EUO is updated correctly but if anyone else can vouch for this please let me know!

X

It does appear to be a tile issue.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 21, 2012, 06:35:51 AM
Ok, thanks for the confirmation OID!

So, for anyone else having issues please don't bother reporting them until the tile problem with EUO has been resolved. I'll definitely be paying attention to the proceedings and will make applicable updates should it come to that.

Thanks.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on March 22, 2012, 06:08:52 PM
Thanks for keeping this script updated xIIover. This has been a great resource over the years.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on March 22, 2012, 07:14:25 PM
Well I am still running four at a time since the update. I don't have the problem of just standing there but I get a freeze up every once in awhile so I figured that was because of the computer I was running it on and the Internet speed. usually I reboot and its all good again.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Newsman on March 23, 2012, 05:42:11 PM
yep, it just recalls around doing nothing.  I've been running it for days not noticing that because my other miners are working (running a different script).
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: mouse400 on April 01, 2012, 08:58:48 AM
i'm not sure it's ok to post this but there's a workaround posted on the EUO community boards -
scroll down a bit in this thread:
http://www.easyuo.com/forum/viewtopic.php?t=48152&start=15&postdays=0&postorder=asc&highlight=

a few users have posted about how to copy the older map files (from an unpatched client) to the main folder of the patched client.
i d/l the file with the old map files and copied them to my main UO folder and now the Miner For Dummies 3.1 is working for me again (my miner is actually mining again,
not just standing and doing nothing).
if this isn't ok to post here then please forgive me!!! 
i'm overjoyed because after a few years away from the game i'm back and was looking forward to this script SO much (to train a new miner) and when i couldn't get it to work this morning (and then read on these boards why) i was really bummed.
thank you XIIxOver for such an awesome script, and for continuing to make it better and better :)
~ mouse400
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on April 01, 2012, 09:09:49 AM
It's OK mouse, that solution is posted here somewhere as well.  Works with lumberjackers as well.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: mouse400 on April 01, 2012, 09:20:19 AM
Phew!  Thanks, Trailmyx!
That's great to know, as I have a new lumberjack to train as well  :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on April 04, 2012, 07:54:51 PM
Above work around is the only option. New easyuo update did not address. Miner still stands there looking dumb.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on April 05, 2012, 09:15:29 AM
Above work around is the only option. New easyuo update did not address. Miner still stands there looking dumb.

Remember you can copy the old .MUL files back into the UO directory and get things to work.  There is even a utility floating around on the interwebz that converts the new .UOP wrapped format back to .MUL.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on April 05, 2012, 09:50:28 AM

Remember you can copy the old .MUL files back into the UO directory and get things to work.  There is even a utility floating around on the interwebz that converts the new .UOP wrapped format back to .MUL.

Does it work to copy them back into a .uop wrapper I wonder?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on April 07, 2012, 04:04:33 AM
back up and running. TM is much godliness. The Chuck Norris of scripting ;D. Any testing needed xiiover?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: ttjoshtt on April 07, 2012, 08:06:07 PM
back up and running. TM is much godliness. The Chuck Norris of scripting ;D. Any testing needed xiiover?
its working again the 3.1?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on April 07, 2012, 08:36:28 PM
Yes working well again!

Is there some way to hook this to an auto re logger in order to keep it running 24/7?

The only other issue I have had is the stupid little black rock pieces filling up a bag and stalling me out. Any suggestions on how to get around that?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on April 08, 2012, 05:30:47 AM
  If you want a set it and forget it fully automated miner, setting blackrock secure to a trash barrel on steps is the only way.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on April 08, 2012, 06:08:08 PM
  If you want a set it and forget it fully automated miner, setting blackrock secure to a trash barrel on steps is the only way.
And you get 10 pts per piece. All of my miners are at 50K now. yah, thats a lot of rock!


Yes working well again!

Is there some way to hook this to an auto re logger in order to keep it running 24/7?

The only other issue I have had is the stupid little black rock pieces filling up a bag and stalling me out. Any suggestions on how to get around that?

I use http://www.scriptuo.com/index.php?topic=803.0 (http://www.scriptuo.com/index.php?topic=803.0). Only drawback is when it logs in at your secure, you will stall looking for ingots. If you comment it out, you can avoid the stall.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: ttjoshtt on April 08, 2012, 06:50:33 PM
Yes working well again!

Is there some way to hook this to an auto re logger in order to keep it running 24/7?

The only other issue I have had is the stupid little black rock pieces filling up a bag and stalling me out. Any suggestions on how to get around that?

I still cant get it to work do i need to do something different?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Newsman on April 09, 2012, 06:21:23 AM
3.1 currently functions with no mods to client files.  Thank you 12x.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 09, 2012, 08:11:33 AM
Hey all!

So just a heads-up, I hadn't actually changed anything with the script to address any issues being reported since the "tile problem" - I am real happy to hear that things are working now though I can't explain what may have changed for you if you never swapped in the old .mul files.

On the Blackrock - that's exactly why I added the option to pick a seperate baag for it, so that you could pick a garbage can. Banks with trash barrel's next to them are golden ;)

As far as the auto-logger questions - there are a couple different auto-loggers on this site, each with it's own setup processes, etc. They key is to figure out the best times in the script to sub out to the routine that tests to see if you are logged out or not. The other issue, as pointed out previously, is that the results when the script recovers after logging back in can be a little unpredictable because there are numerous reasons you could get logged out and the state of your character may be different at login than it was at logout and the script has no way of understanding that.

There is one sub here that will allow you to log out and back in at pre-determined times in order to accomodate the regular shard restarts - that one would be quite a bit more forgiving because you could set the script to log out several minutes before the restart warning and log back in a bit later.

If it's random disconnects you're worried about, give one of the subs a try and see how it goes.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Faqop on April 17, 2012, 04:25:29 PM
So I've tried this out, and there were a few minor differences in gumps for crafting.  But that was easy to track down and change.  But now it just keeps resetting the default location to my first mining spot and constantly recalling there... Like it keeps trying to go to the rune it's already at...

Any ideas on what I should look at ?  I tried to track it down by stepping through but couldn't find out where it's going wrong.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 17, 2012, 06:47:34 PM
So I've tried this out, and there were a few minor differences in gumps for crafting.  But that was easy to track down and change.  But now it just keeps resetting the default location to my first mining spot and constantly recalling there... Like it keeps trying to go to the rune it's already at...

Any ideas on what I should look at ?  I tried to track it down by stepping through but couldn't find out where it's going wrong.
I'm assuming you're playing on a free shard, is that the case?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: madatu on April 26, 2012, 07:21:38 PM
guys i have a question, i been readibng back i might have missed where someone else asked this. but i start the script everything works great through set up. it grabbs shovels and recalls to the first location but then it just sits there. Can you shed a little light on this for me please.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Khameleon on April 27, 2012, 01:54:07 PM
you need to update your MUL files.. you'll have to do some research on that though....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: madatu on April 27, 2012, 03:17:08 PM
i was reading back that just wasnt sure that was what was wrong. thanks now that i know what to do i know what way to go with this thanks alot.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: madatu on April 27, 2012, 08:44:16 PM
tks for the advise i got it working again.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: blub on May 20, 2012, 01:08:38 PM
Great script, thanks!
After downloading the old mul files it works like a charm. Really like that it learns where it can and can't mine.

The first runebook I tried didn't work for some reason, every time the script tried to recall UO gave the message that the spot was blocked. But I could manually recall to every one. After I changed runebook it worked again, no idea what was wrong with the first one.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on June 06, 2012, 03:42:11 AM
Need a few pointers.

I had this script up and running well till last update. I have run the deconevolver, if that's the right name, and convert the MUL Files.

When I start the script the miner recalls to the first area and stands there. Last time I had this problem the converted MUL Files solved the problem.

What am I missing?

Thanks!!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 06, 2012, 09:16:50 AM
Hmm, if he's just standing there then he assumes that there is nothing to mine either because all spots are marked bad or the tile issue is not correctly addressed. You can try resetting your dig spots and going through the learn process again but otherwise I would suggest it has something to do with the MUL conversion.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on June 12, 2012, 12:12:43 PM
OK I am still trying to get this to work. Here is what I have done so far

1. Used the Mul Deevolver thing and extracted the Mul Files. Tried with and without using Razor
2. Downloaded the MUL Zip file posted on the site in one of the tile threads. Tried with and without using Razor
3. Reset the learning as recommended. Tried with and without using Razor
4. Remarked a fresh set of runes and locations. Tried with and without using Razor

Hmm still standing around. I checked to see if my character had joined a Miners Union but he is still unguilded.

I am sure I am missing something simple stupid here!



Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on June 12, 2012, 02:31:58 PM
OK I am still trying to get this to work. Here is what I have done so far

1. Used the Mul Deevolver thing and extracted the Mul Files. Tried with and without using Razor
2. Downloaded the MUL Zip file posted on the site in one of the tile threads. Tried with and without using Razor
3. Reset the learning as recommended. Tried with and without using Razor
4. Remarked a fresh set of runes and locations. Tried with and without using Razor

Hmm still standing around. I checked to see if my character had joined a Miners Union but he is still unguilded.

I am sure I am missing something simple stupid here!


Are you using windows 7?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on June 12, 2012, 03:40:10 PM
Yes I am.

I previously was using Windows 7 as well when I had the scripts working before. :-)

Like I said I am sure its just something dumb I am missing lol
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on June 29, 2012, 09:03:45 AM
Why is it that people want to mine in TM?  Why not just mine anywhere else?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on June 29, 2012, 09:56:29 AM
Why is it that people want to mine in TM?  Why not just mine anywhere else?

Crystalline blackrock (a main imbuing ingredient for something, i donno, but it sells well) Can only dig up in TerMur. Same as LJ having those crystal things that only spawn there as well.


Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on June 29, 2012, 11:29:02 AM
Ah ok.  Thanks for the info.  been out of the loop on the new content for a while.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on June 29, 2012, 03:06:23 PM
Ah ok.  Thanks for the info.  been out of the loop on the new content for a while.

Get Back In The Loop!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Xanderyum on July 01, 2012, 06:31:19 AM
I second Gimlet, As this content has been deemed not new anymore.......It's old and played out.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Arabella on July 25, 2012, 12:13:53 AM
I too am having the issue with this script where my character recalls to the mine and then just sits there.  when I pause the script the cursor doesn't highlight the line where the script is paused.   Something isn't right.  It does drop my blackrock into a trash can for me however. :/
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 25, 2012, 05:04:22 AM
I too am having the issue with this script where my character recalls to the mine and then just sits there.  when I pause the script the cursor doesn't highlight the line where the script is paused.   Something isn't right.  It does drop my blackrock into a trash can for me however. :/

What do you mean by "the mine"? Some cave floors are known issues witht his script so it's possible that you chose a couple spots that it doesn't like.

If it's all spots you may need read back through the thread a little bit to find information on de-converting the MUL files.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Arabella on July 26, 2012, 09:40:16 AM
I have converted all of the .uop files to .mul using the program downloaded from here at ScriptUO.  According to the output on that program is was successful, I checked the folder to verify that the files were there and they are.

After reading your reply I went and marked an all new runebook with mining places only next to walls - no cave floors.  I tested each individual rune and the scrip behaves the same way. 

1) it recalls to the marked location and just stands there.

2) if I am not at home it will recall me home, open my secure, then recall to the first mining location and stand there.

3) if I press pause on EUO it does not highlight the line that the script is paused at.

4) if I stop the script and press play it does nothing at all including draw the menu.  I have to completely close easyUO and open a new instance.

I have run EUO both as administrator and not, I have put a copy of EUO in the same folder as a copy of the script AND the .mul files.

I don't know why its not working, nor can I attempt to debug it on my own as it doesn't highlight the line of code it was processing when I pause the script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: MasterCye on July 29, 2012, 10:07:22 PM
First of all, man this is a great script. ;D  I have been running this for an hour with no problems. 

The only problem I had was with the Miner Radar when I first got it.  It wouldn't run and when I followed the directions on EOU with downloading the old .mul files it still wouldn't run.  However when I ran it today it ran fine (by the way I love that script too).  Since I didn't change anything I suspect it might require a system reboot when you put the old .mul files in.

For those who are just trying this out it is definitely worth the time using the Miner Radar to find great spots.  In my one runebook all my spots can see at least 3 zones and 7 of them can see 4! ;D

Thanks again to XII for this great script, it makes the chore of mining easy, leaving me more time to kill stuff.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 30, 2012, 11:36:34 AM
Thanks for the post MasterCye! Yeah I'm a big fan of starting all my books using Cyberpope's to get the good spots marked. Love it!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on August 18, 2012, 09:52:04 AM
Still having these problems need some help to get this going again. Not sure what I am missing here. I am running on Razor and a windows 7 machine. I had this running sweetly before. see below


OK I am still trying to get this to work. Here is what I have done so far

1. Used the Mul Deevolver thing and extracted the Mul Files. Tried with and without using Razor
2. Downloaded the MUL Zip file posted on the site in one of the tile threads. Tried with and without using Razor
3. Reset the learning as recommended. Tried with and without using Razor
4. Remarked a fresh set of runes and locations. Tried with and without using Razor

Hmm still standing around. I checked to see if my character had joined a Miners Union but he is still unguilded.

I am sure I am missing something simple stupid here!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on August 18, 2012, 12:46:12 PM
 I've got win7 and i have to run everything as admin 

That's the only possible thing i can think of if you've converted the mul files cause it hasnt stopped working for me since i've started using it.


12- i've found one issue. Sometimes when it's recalling the book will stay open and it'll loop trying to recall where it's already at. It'll do this until it times out.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on August 18, 2012, 01:49:01 PM
I've got win7 and i have to run everything as admin 

That's the only possible thing i can think of if you've converted the mul files cause it hasnt stopped working for me since i've started using it.


12- i've found one issue. Sometimes when it's recalling the book will stay open and it'll loop trying to recall where it's already at. It'll do this until it times out.


I was excited there for a moment lol nope that didn't work either grr
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on August 18, 2012, 05:13:57 PM
I've got win7 and i have to run everything as admin 

That's the only possible thing i can think of if you've converted the mul files cause it hasnt stopped working for me since i've started using it.


12- i've found one issue. Sometimes when it's recalling the book will stay open and it'll loop trying to recall where it's already at. It'll do this until it times out.


I was excited there for a moment lol nope that didn't work either grr




To rule out its a 12x script issue download cyberpopes mining radar from easyuo and see if it works.


If it doesnt then its not a 12x script issue its setup issues of your easyuo.. You many have invalid registery entries thiers a thread about this on easyuo .. about 1.5years old by now...   post back after you have tested someone elese script and about ...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on August 20, 2012, 04:52:51 AM
Thanks for jumping in to help guys, I've been MIA for a bit due to IRL. Sold my house and bought a new one. Closing in a week then a month of chaos, then maybe I'll be able to support my scripts again!

Anyhow, let us know how it goes Cush.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on September 01, 2012, 08:05:17 AM
ok I have been working on this still. I have three computers to desk tops running windows 7 it works on one and not the other. I also have a laptop running windows xp and I can not get it to work on that one either.

So what should I look at to get this running?

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on September 04, 2012, 01:50:32 PM
ok I have been working on this still. I have three computers to desk tops running windows 7 it works on one and not the other. I also have a laptop running windows xp and I can not get it to work on that one either.

So what should I look at to get this running?

Same advice as before...see 3 posts back.... check registry settings.... read these 2 threads

http://www.easyuo.com/forum/viewtopic.php?f=2&t=41555&p=353057&hilit=registry+settings#p353057
http://www.easyuo.com/forum/viewtopic.php?t=37356

Post back if had or didnt have correct settings or if other scripts could see the tiles.   I presume you have also done the deconvol Mul thing.


Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: HellFish on September 08, 2012, 07:47:58 PM
I've been trying to get this script to run as well but haven't had any luck running in my windows 7 VM. I have nothing else running and the window is focused. Just like Cush my miner recalls in but just stands there. No tools are used, no target comes up. I checked to make sure the tool ID was in the miner tools ID list which it is. I was trying to find the value for which tiles to target for mining but I'm not a programmer so I'm not 100% what to look for. The miner I'm using is not trained up at all, starting with 20 mining would that make a difference? I'm also running everything as admin, I have the script file in with the exe.

I've remarked my starting runes three times attempting to use caves, mountains and trails in the mountains. I'm running version Miner for Dummies 3.1. I tried the previous versions but still no luck. I also did the registry fix but still no luck. I'm pretty excited to check this script out but I can't figure out what I'm doing wrong. Has anyone found a solution?

Thank you XIIxOver and anyone else who is helping with this issue!

Edit: I'm also unarmed when I start the script. I have a shovel that the script made in my backpack. I was using a blue beetle but also tried without a beetle. I have not tried with a fire beetle yet.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on September 08, 2012, 08:39:43 PM
Unless something has been added that i dont know about - this script does not allow use of a beayle or fire beatle,
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on September 17, 2012, 01:10:02 PM
Ok,

So I read and tried to fool around with the registries. None of this helped me after several repeated attempts.

What I decided to try was this.

I Copied all of the .Mul files from the computer that script was working on and placed them in the file on the computer that was not working.

Fired up the script and Whamo The miners are off and running. Works fine. I will try the other 2 computers with the same method when I get home.

I have no idea why the Deconevolver process didn't work unless I missed a step.

I will let you know what happens on the other two systems.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on September 17, 2012, 02:07:06 PM
My fear with the deconvolver is that the initial assumption that the MUL conversion was a fixed offset.  It may not be...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on September 18, 2012, 04:29:12 AM
Glad to hear you're having some success Cush!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on September 18, 2012, 05:19:18 AM
My fear with the deconvolver is that the initial assumption that the MUL conversion was a fixed offset.  It may not be...

Is this why for me it works for cave floors but not mountain walls. ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on September 18, 2012, 03:08:22 PM
I swept the floors first just to make sure I had a clean place to work :-)

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on September 20, 2012, 04:01:49 PM
Well I was going to upload the Mul Files I used to get this to work but the zip folder is to big. The post session timer kept timing out. Is there another place I could put them?

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: formerlyrara on September 21, 2012, 05:39:08 AM
http://www.downloaduocartographer.com/missing-mul-uocartographer/index.html

One place to get the mul files, also you can do a simple word search for the mule files to get them.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on October 19, 2012, 02:32:46 PM
Ok, I've searched this thread for my problem, and I couldnt find it. I know people have complained about their miners recalling to the locations and doing nothing, my miner recalls and every spot it just repeats "you cannot see that location" a dozen or so times, then recalls to the next spot. I've tried cave spots and mountain side spots and its always the same. Does anyone know the problem?

(Also I tried to fix the .mul files as recommended. I dont have an old install, so I DL those UOcartographer files and they are in .bmp format. Do I rename them? or keep them as-is?)

Thanks in advance!

**Edit**
Nevermind, It was the mul files. I found a link to DL them and its working fine now.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on November 23, 2012, 10:24:21 AM
I am having issues getting this script to work. I can set up all my bags and secure at home, and when I start it, it pulls my pickaxes, but when i recall to my first mining spot in Ter Mur, i do nothing.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Hoby on November 23, 2012, 12:28:02 PM
I believe there is a "reset dig spots" button, or something similar to that, did you try that? 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on November 23, 2012, 01:23:53 PM
I did, and still does nothing
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on November 23, 2012, 01:24:40 PM
I did, and still does nothing

did you use the desolver?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Coolface on November 23, 2012, 01:53:45 PM
have u changed mul files if not read back and change them.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on November 23, 2012, 02:35:03 PM
 https://rapidshare.com/#!download|712p2|1405901866|mulfiles.zip|80360|0|0  public mul files uploaded by Orngrimm from page 69 of MW's lumberjacker on EUO.

Also if you reset the dig spots so many times you'll have to clear the registry and start from scratch. Enjoy  ;)


Edit: donno why the whole link didn't come through but you'll need all of it obviously. lol.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on November 23, 2012, 04:47:50 PM
ok, i did that and saved them to my uo directory. started up again and still it does no mining. Takes me to my 1st mining spot, but does nothing. It even grabs pickaxes. Should it only be shovels?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on November 23, 2012, 04:52:50 PM
oh...lol.... how do i set my dig areas?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on November 23, 2012, 05:19:45 PM
reset dig spots button and if you have tinkering it'll make shovels...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on November 24, 2012, 05:37:11 PM
If you put pickaxes in your secure it will use pickaxes. If you put shovels in it will use shovels. If there is no tool in your secure it will make shovels.

The first time you run it it searches all spots around the toon for digable locations, leave it for a few and see what it does. You don't need to specify dig spots, it's automatic. It may just not like your first locaiton?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on December 09, 2012, 08:24:56 AM
FYI this no longer works for me either. I had it working after adding the .mul files. then 2 patches ago it stopped working and I havent had time to mess with it. I just now tried to do it again and it just recalls to the first spot and stands there.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on December 09, 2012, 12:05:09 PM
FYI this no longer works for me either. I had it working after adding the .mul files. then 2 patches ago it stopped working and I havent had time to mess with it. I just now tried to do it again and it just recalls to the first spot and stands there.

You need new mul files.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on December 09, 2012, 12:35:26 PM
  I run it daily. Only problem i ever have with it is freezing sometimes if i'm running it hours on end.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: NObama on December 09, 2012, 06:20:12 PM
You need new mul files.

Gah.  Don't make me have to learn something new.  NOOOOOO!

*Runs off to read .mul file discussion.  Grumpily, and with poor grace.*
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on December 09, 2012, 07:21:53 PM
 i posted orngrimm's link a few posts above. They work.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on December 10, 2012, 05:32:25 AM
OMG thank you all so much, for some reason the set of .mul files I had gotten before worked for awhile, then stopped. The set that bodfather posted the link for fixed it (again) for me. Stupid me for not realizing not all .mul files are created equal... lol.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on December 10, 2012, 05:46:59 AM
OMG thank you all so much, for some reason the set of .mul files I had gotten before worked for awhile, then stopped. The set that bodfather posted the link for fixed it (again) for me. Stupid me for not realizing not all .mul files are created equal... lol.

I suffered the same fate at one point.  I had to re-install UO and then i added the mul files i had been using prior perfectly... and low and behold they no longer worked... went through about 3 different sets before finding one that worked.  Their's obviously some difference but I don't think anyone has looked in to exactly what. 

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on December 10, 2012, 08:54:06 AM
Let's hope that Cheffe can include the code Ximan came up with.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on December 11, 2012, 09:42:07 AM
ok,i know I'm a pain... lol

I run this script on 2 different computers, same files on both, but on the one computer i keep getting a "ghost" image of ore (or a gem) in my pack when he goes to empty. I have to pause the script each time because he tries to empty and gets stuck tying to pick up something that isn't there. I have to re-open his backpack so it goes away. Can someone tell me what (and where) to add so the script open his pack each time before emptying?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 11, 2012, 03:26:00 PM
That's odd, it should already be reopening the backpack before dumping the ore. I added that ages ago because of the ghosting issue.

You're on a prod shard?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on December 11, 2012, 03:31:55 PM
  I get it every so often myself.

Prodo shard. Sometimes it even ghosts what previously logged characters gear like robe, apron, shoes.

They screwed something in this patch too. I haven't patched yet but between yours and mw's LJ they go for a drop or two then just stop period. They worked flawless prior.

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on December 12, 2012, 09:10:26 AM
Yes on production shards. It happens all the time on my one computer (so much so that I dont even run the script on it any more) and it happened for the first time on my other computer last night. I will freely admit that I know next to nothing about scripting, but it seems it happens because the delay between opening the house secure, and opening the backpack is too short, because I almost always see the message "you must wait to perform another action" I think maybe its not actually re-opening the backpack because of it.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 12, 2012, 09:46:56 AM
Ahh that would make sense.

Try this, in the dropnstock sub you're going to see the following section:

Code: [Select]
   ;Deal with ghost items in pack by re-opening
   wait %lWait
   event macro 8 7
   gosub XIIxGumpWait container_gump container_gump 230_204

The %lwait is set to 20 (1 second) at the top of the script however it is also used in a few other places. What you could do is simply replace the %lwait with a larger value and test it out again. Start with 60 and if that works simply lower the number until you get to a value just slow enough so that you don't have the issue anymore:

Code: [Select]
   ;Deal with ghost items in pack by re-opening
   wait 60
   event macro 8 7
   gosub XIIxGumpWait container_gump container_gump 230_204

If you change it to 60 and it still has the issue then you know it's not the problem because 3 seconds (60) should be plenty of time for it to try opening the pack after opening the secure.

Let me know how that goes.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: KaliOfLS on December 12, 2012, 01:40:58 PM
From my experience, Ghost items usually are result of a timing bug within the script itself.  At some point you tried to move that pile or smelt that pile before you could perform the action.  Generally speak, you should increase the wait times when opening a pack or moving items if you have that problem.

Shaving ms off your script is nice, introducing bugs isn't worth it-  However, since this is a timing problem it could be related to lag, possibly the author has a better connection to his server than the user experiencing the issue.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 19, 2012, 12:25:27 AM
Hi 12times......Hows things?
Ive not been around much lately but have started to play again over the xmas holidays....
I have used your mining script for ages with great success, but for some reason it is playing silly buggers this time....
Bit of background
I play a freeshard (freedom)
Using Razor to connect
UO patched to 7.0.21.1 (since the .mul file changes i cant run any higher patches because the miner recalls to the mining spots and just sits there)
EUOX up to date (version 236)

So, what is happening is first of all my bag doesnt seem to reopen, it just stays permanently open
Then every few hours or so the script trips up and just sits there
Pressing pause shows that it trips in in the "sub XIIxmovestuff" section
The last 3 lines "namespace clear, namepace pop, return #result"
It will stop randomly on one of those lines

I have noticed that the last piece of ore he mines appears in the pack when he gets to the house, so can presume that i need to change some timings to suit the server i play on?

I have tryed the fix you recommend above and changed to 60, but still doesnt stop this from happening
As you will have guessed i am not a script write, although i can usually fumble around enough to get stuff working....

Any help would be appreciated....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 4chubber on December 20, 2012, 07:22:38 AM
Sorry I wanted to post this sooner but got side tracked. I messed with the delay and it still didn't fix they ghost image problem, but I did find a bandaid workaround for it. I have my miner equipped with a -magery staff (to fight off small spawn). so all I do is each time before I start the script is un-equip and re-equip his staff. Then when it gets to the point in the script where it ghosts the image, it ghosts the staff, and that doesn't affect the script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gimlet on December 20, 2012, 07:36:10 AM
Sorry I wanted to post this sooner but got side tracked. I messed with the delay and it still didn't fix they ghost image problem, but I did find a bandaid workaround for it. I have my miner equipped with a -magery staff (to fight off small spawn). so all I do is each time before I start the script is un-equip and re-equip his staff. Then when it gets to the point in the script where it ghosts the image, it ghosts the staff, and that doesn't affect the script.

clever very clever
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on December 20, 2012, 08:37:19 AM
Very odd. I may have to play a little bit over the next week and see if I can duplicate and resolve the problem again, it sounds like it's changed slightly.

I'll look into it.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on December 20, 2012, 08:56:42 AM
Man, I cringe every time I see your avatar!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 20, 2012, 09:31:20 AM
Thx 4chubber i am trying that now.....strangely the axe i use lowers my magery too lol.....

Also thanks to 12 times for taking the time to look into the script, much appreciated...

Some of my problem may be the fact i am using an up to date easyuo exe and a UO client from around february of this year.....It does seem that easyuo hangs a bit, so may be some conflict between the 2.....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: SlackBladder on December 22, 2012, 02:12:57 AM
Just a little update and some more info
The equip/unequip worked to stop about 50% of the script stopping

When i press pause now the script has stopped on 2 places in the code indicated below

Code: [Select]
;Drop Items
   Repeat
      finditem %AllMinedTypes C_ , #backpackid
      if #findkind <> -1
         {
         repeat
            if #findtype IN %GemTypes
               set %DropBag %GemBagID
            if #findtype IN %SandTypes
               set %DropBag %OreBagID
            if #findtype IN %CrystalBRTypes
               set %DropBag %GemBagID
            if #findtype IN %GoldTypes
               set %DropBag %SecureID
            if #findtype IN %OreTypes
               set %DropBag %OreBagID
            if #findtype IN %StoneTypes
               set %DropBag %StoneBagID
            if #findtype IN %BlackrockTypes && #findcol <> 0
               set %DropBag %BlkRkBagID
            set %ItemType #findtype      [color=red][b]<--------------------- script sometimes stops here[/b][/color]
            set %ItemCount #findstack
            set %ItemColor #findcol
            gosub XIIxMoveStuff #findid #backpackid %ItemCount %DropBag
         until #RESULT = #TRUE                         [color=red][b]<----------------- script also sometimes stops here[/b][/color]
         gosub ResourceCnt %ItemType %ItemCount %ItemColor
         gosub TM_NGFS_SaveVariables XIIxMining
         finditem %AllMinedTypes C_ , #backpackid
         }
   Until #findkind = -1
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: twb1990 on February 06, 2013, 12:44:57 PM
I am running into issues when the script starts mining. It gets stuck trying to mine locations that "cannot be reached." I am playing on a free shard and connect via razor. any advice? i thought it would black list locations it couldnt mine after seeing it in the logs.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 06, 2013, 01:09:14 PM
I am running into issues when the script starts mining. It gets stuck trying to mine locations that "cannot be reached." I am playing on a free shard and connect via razor. any advice? i thought it would black list locations it couldnt mine after seeing it in the logs.

The first time it runs through it attempts all spots in each rune location, it marks the bad spots as bad and the good as good then moves on. The next time through it only mines the good spots.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: twb1990 on February 06, 2013, 01:22:24 PM
Thank you for such a fast response!

It is showing all locations* as "target cannot be seen" i remember that before i had to change a setting because free shards have a different targeting depth or something along those lines.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on February 06, 2013, 01:48:37 PM
  When you first start the script on a new character it will go through every possible tile in the area and save those spots. A full book usually takes 40min or more to go through.

After that it saves the good spots and you shouldn't need to run dig spot again.

If you're still having trouble with it the tile changes are under Sub Area Mine in which you'll need to change the charposX, charposY %a and %b


Mine looks like this:
  set %dx #charposx - 3
   set %dy #charposy - 3

   for %a 1 7
      {
      for %b 1 7

Above is for OSI but i believe it's max depth possible.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: twb1990 on February 06, 2013, 03:52:05 PM
 When you first start the script on a new character it will go through every possible tile in the area and save those spots. A full book usually takes 40min or more to go through.

After that it saves the good spots and you shouldn't need to run dig spot again.

If you're still having trouble with it the tile changes are under Sub Area Mine in which you'll need to change the charposX, charposY %a and %b


Mine looks like this:
  set %dx #charposx - 3
   set %dy #charposy - 3

   for %a 1 7
      {
      for %b 1 7

Above is for OSI but i believe it's max depth possible.
the charposx and y set to "1" actually mined something from one spot but then it just started going for other ones. im going to let it do its thing for 20 mins and see if it changes

okay so i determined that it was simple. the server has a custom texture. used the standard uo client. now it will recall and not mine
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: twb1990 on February 07, 2013, 10:58:01 PM
the lua files need to be reuploaded. i tried to download them from those links and the site says the files are no longer up
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Shawn on February 08, 2013, 12:21:44 PM
Just want to say great job on this script!!  This is the first script that I have really used and being new to scripting it wasnt easy for me I will admit.  After going through and reading all 23 pages I was able to find all the answers I needed for the problems I was having.  I learned a lot in the process too.  I am playing on the new UOForever.  What scripts do you guys use that makes smelting all the ore you get easier when I am using this out of the bank since I do not own a home yet and have to travel back and forth from the forge?

Once again good job and to those having trouble getting those MUL files I was able to go back and follow the links and after a few failed attempts I found one that worked.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bigdawg on February 17, 2013, 09:37:49 AM
Really liking this script however I am still experienceing some ghosting issues when placing in secure. It is not always however seems to come into groups...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on February 22, 2013, 10:41:10 AM
As I have commented before great script.

Lately I have a small issue I have not been able to figure out

regardless of how many accounts I am running on the script or other scripts

The accounts on this script seem to lock up after about an house. I have to delete the script tab and then restart it for the account. I have this problem when running it on one account to 7 accounts.

The other scripts running do not pause and I do not need to reset them. just this one.

Any insight? is there a timer setting or something that I have to adjust? I have looked through the script for something but I am a noob lol Just starting the tutorial. :-)


I have a speedy processor and a good internet connection so it just seems a bit odd. Been using the script about 9 months and kept a log the last couple days on what time I started and what time is hung up 60 - 70 minutes
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: crazzienes on March 13, 2013, 05:53:49 PM
ok I swear I have read so many pages and seen very little mention.  can someone help me out with farming Salt Peter?  found it mentioned it has ID's and you can add them and such.  I guess my question is this is miner for dummies, and it works fan-freakin-tastic!  well.    I'm no script writer.  is there a miner for dummies with the ability to mine salt peter?  This one makes them pop, but won't mine them.  if I pause and hit it myself then it will store the salt peter, like it knows what it is.  help a dummy out?
Thnx.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Endless Night on March 14, 2013, 04:48:59 AM
As I have commented before great script.

Lately I have a small issue I have not been able to figure out

regardless of how many accounts I am running on the script or other scripts

The accounts on this script seem to lock up after about an house. I have to delete the script tab and then restart it for the account. I have this problem when running it on one account to 7 accounts.

The other scripts running do not pause and I do not need to reset them. just this one.

Any insight? is there a timer setting or something that I have to adjust? I have looked through the script for something but I am a noob lol Just starting the tutorial. :-)


I have a speedy processor and a good internet connection so it just seems a bit odd. Been using the script about 9 months and kept a log the last couple days on what time I started and what time is hung up 60 - 70 minutes

this sounds like the recall freeze issue... thiers a  whole thread on it... basically its doing an action to fast after a recall causes a client freeze... find the thread for more info to check if thats your issue.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 17, 2013, 02:19:44 AM
ok I swear I have read so many pages and seen very little mention.  can someone help me out with farming Salt Peter?  found it mentioned it has ID's and you can add them and such.  I guess my question is this is miner for dummies, and it works fan-freakin-tastic!  well.    I'm no script writer.  is there a miner for dummies with the ability to mine salt peter?  This one makes them pop, but won't mine them.  if I pause and hit it myself then it will store the salt peter, like it knows what it is.  help a dummy out?
Thnx.

If someone can get me the item type info I will add it to the script and post an update.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cush on March 17, 2013, 09:14:57 AM
I believe you have to target the Niter Deposits

Item Type: VGH
Item ID: FOFODPO
Color: 2515
Properties: Massive Niter Deposit

I am still trying to figure out that recall freeze. I read through the links and subject you referenced. Looks like I need to enter a wait command.

How do I do that and where in the script? Suggestions please :-)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 18, 2013, 05:28:28 AM
I guess I really need to get out there and test mining salt peter. So I gather this isn't something that simply pops into your pack and needs to be added to the "empty the pack" routine.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: crazzienes on March 18, 2013, 04:42:26 PM
I guess I really need to get out there and test mining salt peter. So I gather this isn't something that simply pops into your pack and needs to be added to the "empty the pack" routine.


Well basically what it does is... it makes the niter pop like it is supposed to.  (put on your luck suit and go to a place like the orc cave) when the niter pops the script doesn't check for it.  it basically just mines in the same saved locations it has found previously.  (you know how it checks the first time you run it for all the spaces around you) so it never registers that the salt peter is there.  if you pause the script, and mine it yourself, then when you resume the salt peter will empty out of the pack into your set ore bag.  The only thing it does not do is check for the salt peter, and then mine it automatically.  Otherwise the script is amazing, flawless, and brings me tons of joy/metal...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: deliriuum on May 18, 2013, 04:19:49 AM
Great Script!  Thank you!

I think I've tried most rune-book miners out there.  this one is the easiest most efficient by far.

The only anomalies I've run across were due to user error.
*script hung on making shovels, until I realized Iron wasn't set as material type.
*upon death, script runs on.


Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Fedor on May 21, 2013, 01:47:57 PM
Seems like a really good script, but every time I start the script, I'll recall to a spot then it never "double clicks" my shovel.
Crafted from 65 tinkering.
Secures are all set.
Runebook is set.
Not overweight although I am at 48 str but only 71/268 stones.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on May 21, 2013, 02:33:22 PM
Seems like a really good script, but every time I start the script, I'll recall to a spot then it never "double clicks" my shovel.

Had this problem before with other scripts. Try double cliking on the shovel after you start the script and see if that gets it going.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Fedor on May 21, 2013, 03:26:36 PM
Seems like a really good script, but every time I start the script, I'll recall to a spot then it never "double clicks" my shovel.

Had this problem before with other scripts. Try double cliking on the shovel after you start the script and see if that gets it going.

Thanks for the reply, but that doesn't seem to be working. I double clicked it before I started the script, after, even mined a few times by hand and still nothing.

The script I had before, I never had a problem with. I wanted to mine for granite, so I loaded that up and I had the same problem as this script so I feel as if it's on my end, but I don't know what it could be.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on May 21, 2013, 03:47:37 PM
Sounds like you need the mul files. I posted a link somewhere in this very thread. Just download them and drop em into your uo file folder.

Make sure you read this whole thread on how to get the most out of your mining experience.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Fedor on May 22, 2013, 04:56:35 PM
https://rapidshare.com/#!download|712p2|1405901866|mulfiles.zip|80360|0|0  public mul files uploaded by Orngrimm from page 69 of MW's lumberjacker on EUO.

Also if you reset the dig spots so many times you'll have to clear the registry and start from scratch. Enjoy  ;)


Edit: donno why the whole link didn't come through but you'll need all of it obviously. lol.

It's set to private now, not able to download this.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on May 22, 2013, 05:29:31 PM
  That's not good lol. Maybe someone here will be willing to share their link.

When you get those make sure to go thru the script and set the areamine sub adjustments like was mentioned in a post here. It'll find more dig spots.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on May 22, 2013, 05:46:31 PM
Here is a link from over at stratics where they posted a link for the .mul files.

http://stratics.com/community/threads/uocartographer-black-screen-fix.294639/ (http://stratics.com/community/threads/uocartographer-black-screen-fix.294639/)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Fedor on May 23, 2013, 10:40:36 AM
Awesome, thanks guys.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: smrtstn on June 09, 2013, 03:33:26 AM
Hmm Dunno whats going on, but I cant even load the script for some reason.

Click play and nothing happens. Used to use this a while back and now nothings happening. Is there a way i can reset it? I've tried deleting the script and redownloading it but nothings happening.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 09, 2013, 09:46:12 AM
Try reading back through the thread two or three posts and see if the solution presented there works for you.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Catryonna on June 09, 2013, 03:30:21 PM
So now that I'm addicted to fishing I've been neglecting my mining duties..*ponders*  So I downloaded your script, set all of my books and secures up and hit play.  It starts out wonderfully, however when it gets to the first mining spot it mines until the spot is dry then starts to spam there is nothing left to mine, or cannot see that location....I let it run like that for a while thinking it was taking a while to run through all the spots, but 5 minutes later it was still spamming the same things.....Operator error?  Any insight is appreciated....I'm playing on OSI with the most current version of EasyUO.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on June 09, 2013, 04:10:18 PM
Off the top of my head I gotta say its the .mul files. That is the most common problem out there today. Look at a few of the previous posts and you will see where you can download them. Once downloaded put them into the same file that contains your UO client. Just dump them in there any old way. Restart everything and see if that works.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 10, 2013, 05:49:33 AM
If you are getting any actual attempt to mine at all then it's not the MUL file issue.

The way this script works is that it mines all spots within a 25-tile radius at each location tracking good spots and bad spots the first time through the book. On subsequent times through the book it only attempts to mine good spots. This means that the first time through can take a while and it will spam a bunch of messages, it's learning where to mine in your spots.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Catryonna on June 10, 2013, 06:17:05 AM
Thanks for the reply  :-)

Well I sort of have the script working, the first problem was my magery was fairly low (40's) and when a recall fizzled, it would go ahead and try to start mining even though my character was still at the bank.  So I up'd the magery and that is working better.....I do get hung up on occasion with being overweight and not being able to recall.  There was one other hang-up I wanted to mention but for the life of me I can't remember.   I'm sure most of the problem is something on my end, I just have to figure out what that is  ;D
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on June 10, 2013, 06:24:12 AM
Ah. Need to find an LCD suit so you can imagery trained up.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 10, 2013, 07:28:35 AM
Hmmm, you may want to adjust some of the timers to accomodate for lag by the sounds of the issues. You should never end up overweight unless the script has moved on past the weightcheck sub before your weight has a chance to update - ie lag.

On the magery, that's something I need to address. I have no error-handling addressing any returns from TM's travel subs - totally my fault. Definitely something that has annoyed me from time to time with new character builds, I would prefer to use the Recalls to build up magery while I mine sometimes.

I have been playing a bit again over the last week, namely mining and playing with my tmappers, so my scripts are suddenly getting attention again. Bear with the issues for now, hopefully I'll find inspiration for my previously failed version 4.0 in the near future!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Catryonna on June 10, 2013, 07:32:45 AM
Typically it wouldn't be a problem - My main miner is on the same account as my fisher though....Now THAT is a problem...so I made up a new guy, but I was in such a hurry to start work that I failed to do my due diligence and get some standard skills trained up like tinkering and magery.  Now it seems to be running smoothly with the exception of the occasional overweight issue.  I know I saw something about that in the posts, I'll have to go back and re-read them while it is running.


EDIT*  So while I was typing this apparently my little guy got hung up on making shovels, it just got stuck on the you don't have enough resources to make that while standing in one of his mines.

Just FYI I really do love this script - Just have to work out all the kinks (operator Error that is)   now I just need to get someone to go tame me a fire beetle  :-)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 10, 2013, 07:50:31 AM
Buy a Fire Beetle in Magincia instead if you can, typically get them for 5k depending on the shard and if anyone has a pet vendor up and maintained.

Let me know if you need help tweeking anything to see if we can eliminate the overweight issue.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on June 26, 2013, 04:11:46 PM
Ahh that would make sense.

Try this, in the dropnstock sub you're going to see the following section:

Code: [Select]
  ;Deal with ghost items in pack by re-opening
   wait %lWait
   event macro 8 7
   gosub XIIxGumpWait container_gump container_gump 230_204

The %lwait is set to 20 (1 second) at the top of the script however it is also used in a few other places. What you could do is simply replace the %lwait with a larger value and test it out again. Start with 60 and if that works simply lower the number until you get to a value just slow enough so that you don't have the issue anymore:

Code: [Select]
  ;Deal with ghost items in pack by re-opening
   wait 60
   event macro 8 7
   gosub XIIxGumpWait container_gump container_gump 230_204

If you change it to 60 and it still has the issue then you know it's not the problem because 3 seconds (60) should be plenty of time for it to try opening the pack after opening the secure.

Let me know how that goes.

X

OK. After looking back over the last few dozen posts I have not found my "exact" problem. What I have happening is after using up all of a tool(shovel) I am getting a ghost of the tool with 1 use left in my backpack.
The script refuses to move on to the next tool until that one is "destroyed/used up". I can fix the problem by simply moving the "ghosted" shovel. This does not, however, stop it from happening again later.

I will try changing some of the timers as the post above states and see if that helps. I am not worried about saving any time on the script since I let it run at night when I am asleep or away from the computer for any length of time greater than 30 min.

Other than the ghosting issue I have not seen any issues. Although I think that I am going to need to turn off blackrock collecting since there is very little need and I picked up nearly 100 in one night. ???




Update: For whatever reason it is not pulling iron ingots from secure. It pulls a stack of 20 gold ingots instead and it is still trying to tinker with the iron and not the gold. Never noticed before because I never ran out of pre-made shovels in secure and the 300 ingot pile I left on him.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 26, 2013, 06:09:01 PM
Ah, good find I'll take a look. I'm probably not checking the ingot color when I pull from the secure. In the meantime, just make sure you only have Iron ingots in the secure, not colored.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on June 26, 2013, 06:20:48 PM
Actually I just changed my tinker ore type to gold. I don't use gold ingots for anything and its not like tinkering shovels takes that much.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bendel on July 01, 2013, 09:27:26 AM
If you are getting any actual attempt to mine at all then it's not the MUL file issue.

The way this script works is that it mines all spots within a 25-tile radius at each location tracking good spots and bad spots the first time through the book. On subsequent times through the book it only attempts to mine good spots. This means that the first time through can take a while and it will spam a bunch of messages, it's learning where to mine in your spots.

X

Hi 12x

Actually i have same issue, after reccal to the mine spot the script just do nothing... don't use shovel or pickaxe. I tried convert the new UOP to MUL and problem still there.

btw what's mean exactly 25-tile radius ?

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on July 01, 2013, 01:24:53 PM
Look and see if tou have a "ghost" tool. If you mouse-over it it will show 1 use remaining, but if you try to move that tool it will disappear. Quick solution to that is to increase the time between attempts to mine. Default is 3, try 3.5 or 4.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 01, 2013, 03:51:08 PM
Quote
what's mean exactly 25-tile radius ?

The world of UO is broken up into resource squares. Each square is made up of 64 tiles (8 tiles by 8 tiles). This makes up a grid. Each tile in a resource square (of similar types) will produce the resources available from that resource square. For example, if you mine one tile dry in a resource square, the other 63 tiles will also be dry.

When you run this script the first time it attempts to mine all tiles within a 5-tile radius. Any tiles that produce ore get tracked as good, the rest get tracked as bad. Only one tile per resource square can be marked as good. The next time you mine in that same location you will only mine the tiles marked as good.

Because of the way the resource grid is designed, you should mark your runes at places where resource squares connect. The idea is to be able to reach up to four resource squares from each mining location.

Hope this helps

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Anti- on July 14, 2013, 09:04:57 PM
Hello there! i am trying to run this script and when i do its just recalling to the first place and standing still. i'v tried other place and new runes but i get nothing. i have followed the set up to a T. is there any way i can just get the old script i had a few years back before i quit playing?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on July 14, 2013, 11:54:53 PM
Hello there! i am trying to run this script and when i do its just recalling to the first place and standing still. i'v tried other place and new runes but i get nothing. i have followed the set up to a T. is there any way i can just get the old script i had a few years back before i quit playing?

The problem is that most scripts over a certain age use what are known as .mul files. What you will likely need to do is find these files, download them, and copy them into the same folder that your UO client is in. I wish it was as simple as finding an old version of a script, but that simply does not work.

http://www.scriptuo.com/index.php?topic=238.msg90858;highlight=mul+files#msg90858 (http://www.scriptuo.com/index.php?topic=238.msg90858;highlight=mul+files#msg90858)

A link to the files can be found in that thread.

Good luck
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 15, 2013, 04:37:13 AM
BW is a meanie and gives links to Elite threads.  heh

Here's the link to the EasyUO site link:
http://www.easyuo.com/forum/viewtopic.php?f=2&t=48152&p=399489&hilit=mul+download#p399489

Also, you can re-produce the mul files using modern UOP files with Neo's converter:

http://www.scriptuo.com/index.php?topic=11071.msg93865#msg93865

There's another link in the Elite thread, but I don't think that's meant for public consumption.....
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Bookwyrm on July 15, 2013, 05:57:48 AM
BW is a meanie and gives links to Elite threads.  heh


Umm... oops? :P

Sorry about that.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Insideout on October 17, 2013, 12:20:19 PM
Any chances of a Multi rune book version? Love the script but  I seem to be cycling through a bit fast.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on October 17, 2013, 03:17:31 PM
Any chances of a Multi rune book version? Love the script but  I seem to be cycling through a bit fast.

One runebook is all you need. You just need to redo your runes to allow more dig spots per rune. All of my runes allow 2-4 dig spots allowing plenty of time for respawn. It's a lot easier than asking someone to redo their script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 18, 2013, 05:30:25 AM
THIS -

One runebook is all you need. You just need to redo your runes to allow more dig spots per rune. All of my runes allow 2-4 dig spots allowing plenty of time for respawn. It's a lot easier than asking someone to redo their script.

I started a version 4.0 a while back but then life got complicated. The plan was to include multiple runebooks. Maybe I'll get back to that someday but in the meantime carefully planning your run locations goes a long, long way. Even with multiple runebooks I still recommend people use Cyberpopes Mining Radar or some other method of marking runes at the intersections of the 8x8 grid.

Also, mark in Fel instead of Tram, means twice the ore per cycle thus twice as long to make it through the book.

Thanks for the kudos though, glad it's still working out for people!!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Nuscheltier on November 06, 2013, 06:54:26 AM
Awesome & quite stable script :) thanks alot for sharing this!
Just one little question remains, would it be possible to led the char smelt the ore instead of just throwing it into a container?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on November 06, 2013, 07:16:20 AM
Awesome & quite stable script :) thanks alot for sharing this!
Just one little question remains, would it be possible to led the char smelt the ore instead of just throwing it into a container?
Maybe someday if I ever decide to release my feature update.

Glad it's working for you!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Silent_Warrior on January 22, 2014, 10:53:05 PM
Is it possible to add more mining runebooks? It will be great)
btw, thx for script  ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 23, 2014, 04:54:47 AM
Hi Silent_Warrior,

I've left this one with one runebook because you really don't need multiple runebooks. It's all about marking your runes in spots that will maximize your runes by giving you access to 3 or 4 resource squares per rune. I'm considering adding additional runebook support to a future release but that may never come.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Skootah on January 29, 2014, 06:23:18 AM
im pretty handy when it comes to scripts but i cant for the life of me figure out whats going on. maybe someone else has expierenced this and can letme know whats going on.

i start up the script, pick the runebook, bag, etc.  the script selects the 2 rune as the default and recalls in and then just stops.  he doesnt start to mine or recall or anything...  just sits there waiting for pigs to fly or something.  anyone able to help?  thanks!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 29, 2014, 07:34:16 AM
im pretty handy when it comes to scripts but i cant for the life of me figure out whats going on. maybe someone else has expierenced this and can letme know whats going on.

i start up the script, pick the runebook, bag, etc.  the script selects the 2 rune as the default and recalls in and then just stops.  he doesnt start to mine or recall or anything...  just sits there waiting for pigs to fly or something.  anyone able to help?  thanks!
You need to fix your MUL files. There's quite a bit of dicussion on this in the thread although it will be easier for you to do a search since that's a lot of reading.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on February 13, 2014, 02:04:54 AM
ok, I have updated the .mul files and I am still not mining. The script runs fine until he recalls to the mining location and then he does nothing. Just stands there looking pretty. I'm not sure what else to do. Any suggestions?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 13, 2014, 04:57:30 AM
ok, I have updated the .mul files and I am still not mining. The script runs fine until he recalls to the mining location and then he does nothing. Just stands there looking pretty. I'm not sure what else to do. Any suggestions?
That's most likely still a .mul file issue if he isn't attempting to mine at all.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Silent_Warrior on February 13, 2014, 05:39:31 AM
Does this script mine mountains? I tried and all that it says - target cannot be seen...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on February 13, 2014, 05:53:44 AM
I'll try to find a more updated set of MUL files. I'm determined to get this to work. I use neo's tur mur lumber one and i know i can get this working for my mining lol
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 13, 2014, 06:03:40 AM
Does this script mine mountains? I tried and all that it says - target cannot be seen...
Yes it mines mountains fine. It says "Target cannot be seen" because some of the tiles it's testing the first run through can't be seen. Don't forget that in UO the maximum number of ore locations you can dig from any given spot is 4. And from reading this thread, or at least skimming through it, you already know that this script starts by figuring out which spots are mineable at each location you recall to for the first time. Afterward it only mines the good tiles. It will find as many as 25 or a minimum of 21 bad spots at any given location (it tests a 25-tile radius).

Hope this helps.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 13, 2014, 06:04:58 AM
I'll try to find a more updated set of MUL files. I'm determined to get this to work. I use neo's tur mur lumber one and i know i can get this working for my mining lol
Keep us posted :) I know it's still working for me just fine. I have heard of a number of people battling the MUL issue so hopefully you'll find some more insight both in this thread and/or on the site.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on February 13, 2014, 05:04:49 PM
1:The first run should take a little over an hour if you've set up your runes right to get the most spots. During this time you'll see "Target cannot be seen" over and over and over until it finds a spot.

2: Read over this thread where it was posted on a slight change in the script to mine deeper. This will give you more spots to mine per rune.

3: Make sure Mul files are moved into your UO folder.

4: If it's recalling without attempting to mine then you may need to clear saved spots from your registry. This has happened to me 2x from switching runes.

5: This script does NOT mine cave floors and will result in your miner standing there not attempting to mine.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Guinness on February 13, 2014, 07:54:43 PM
does it not work if I am with a fire beetle?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 14, 2014, 02:44:52 AM
does it not work if I am with a fire beetle?
Sure it works if you're with a fire beetle, but it won't use a fire beetle so there's no point.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Mad Tamer on February 27, 2014, 06:24:12 AM
Hello! First I got to say I love your script! And your awesome for letting everyone use it! Thank you! I saw at the top of the script a spot to put the item type for prospectors tools... I have a bunch of those things and would love to get rid of them... But I didn't see any spot in the script that actually uses the tools? Thanks a ton for your time!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 27, 2014, 06:55:24 PM
Yeah, that's a work in progress for version 4.0 sadly, sorry. I'm in the same boat and have a ton of those to burn but my kids have pretty much keep me swamped nowadays so I'm lucky to login and play for a few minutes never mind get to work on my scripts *sigh* - there is always hope...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Insideout on March 16, 2014, 03:26:55 PM
Okay ecverything worked perfect till I had to build a new computer. Now it works up to the point of actually mining and just stands there. I used Neo's Mul converter and got that done what is next registry fix?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Insideout on March 16, 2014, 05:09:13 PM
Okay after reading mulitple post had to download the Mul file pack from where ever it was.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: sp1d3yman on June 23, 2014, 05:58:05 PM
where do i see this script?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on June 23, 2014, 06:12:23 PM
You have to wait until they read your introduction and remove your restricted status. I would read examples of good introductions and then edit yours.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: thessaya on June 29, 2014, 05:52:06 AM
I'm starting to feel like an idiot, because this script is not working for me either and I have absolutely no idea why. Latest EUO/UO Client version. Added the missing .mul files by using neos converter. At first I tried the setup with tinkering but the script will just open the tinkering menu, but never craft anything (ingots are provided and the script is getting them from the bank).
So I redid the setup without that; now it tries to recall but I'm getting the message 'I can't recall from that object' as if the script is trying to target a rune in the bagpack (it does open the runebook though).

I've read the last couple of pages but couldn't find a similar problem, does anybody have an idea why it's acting up for me?

Edit: Your instructions mention a runebook with 14 runes, but you can fit in 16 runes, is that just a typo? I haven't played in ages, has this been changed and is that why I might have some trouble with recalling in scripts?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 29, 2014, 03:35:40 PM
Ah, good catch on the typo. "2-14" should read "2-16"

On your issue, I haven't seen that before. If it's opening the runebook I would expect it to work. Also I've never had issues with the tinkering.

Are you on a prod shard or free shard?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: thessaya on June 30, 2014, 08:14:10 AM
I'm playing on an OSI shard. I had a very similar problem with almost every script involving crafting/recall gumps. Haven't tried yours today, but another mining script and this one is working after I grabbed EUO + the script again and put the .mul files into the UO folder one more time. I assume your script would work for me aswell now.

The weirdest thing is how neos lumberjacker for some reason was the only script that would bruteforce it's way through the recalling, it always took a few dozen tries to recall but would work eventually. I don't even know how that's possible, but oh well.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: sp1d3yman on July 02, 2014, 01:49:53 PM
ive done everthing i can   im on abcuo server   it literally will not even start
...any help?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 06, 2014, 02:44:22 AM
Unfortunately it could be a lot of things spid3y, free shards can be vastly different from OSI and it could take a lot of work to get an OSI script working there. It really depends on the free shard.

When you start this script the first thing that happens is the setup menu runs. Then you run through the setup process. Are you saying this doesn't even start? That would be strange.

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: sp1d3yman on July 06, 2014, 05:21:10 PM
Unfortunately it could be a lot of things spid3y, free shards can be vastly different from OSI and it could take a lot of work to get an OSI script working there. It really depends on the free shard.

When you start this script the first thing that happens is the setup menu runs. Then you run through the setup process. Are you saying this doesn't even start? That would be strange.



someone has had to convert this to work on abcuo ..if they could help that would be great..im off tomoorow so ill run it again and report back to whats happening

Post Merge: July 07, 2014, 03:56:07 PM
Unfortunately it could be a lot of things spid3y, free shards can be vastly different from OSI and it could take a lot of work to get an OSI script working there. It really depends on the free shard.

When you start this script the first thing that happens is the setup menu runs. Then you run through the setup process. Are you saying this doesn't even start? That would be strange.



someone has had to convert this to work on abcuo ..if they could help that would be great..im off tomoorow so ill run it again and report back to whats happening

ok  i finally have it recalling to my marked spots and   it never closes the runebook so  its open in middle of the screen  it will now just say  over and over  saying target cannot be seen   where do u wish to dig.....if i click the ground it digs once   if i walk along side a mountain it says same thing...all my runes are marked for cave digging..but i can easier remark to outside areas if  we can find out why it cant see anything to mine on its own...abcuo
can u help?     if it would just check 2 tiles north south and east and west of the tile i'm on  it would do what i think is intended
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Mad Tamer on October 02, 2014, 10:19:44 PM
Hello! Neo just upgraded his Tur Mer Lumberjacking script!!  http://www.scriptuo.com/index.php?topic=8255.msg70873#msg70873  (http://www.scriptuo.com/index.php?topic=8255.msg70873#msg70873) It now use's gate travel perfectly. Is there anyway you could use a similar gate travel on your script? I am not saying yours is bad it just spams gate over and over until the current gate falls and that makes you look like your scripting. And when it drops at bank/secure it never goes back threw the same gate even if its still up. Thanks soo much for your time! Your script is great!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bendel on January 02, 2015, 08:52:38 AM
ok, I have updated the .mul files and I am still not mining. The script runs fine until he recalls to the mining location and then he does nothing. Just stands there looking pretty. I'm not sure what else to do. Any suggestions?

Hello,

i have exactly same issue, i converted the uop to Mul no luck :(
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 02, 2015, 09:17:21 AM
All I can say is that different people have had different results with various scripts when converting their mul files. I never actually converted anything on my side, I just got a copy from someone else and I have no issues. With that said, I'd have to say this is unrelated to the script and more related to issues with the conversion.

Also, I know this reply has been a long time coming - @Mad Tamer, totally agree that this needs an overhaul. I've even started making that specific change as well as some others. Just haven't played much at all so it's hard to prioritize the time to work on scripts. I might be tempted to work on it in the near future though, although I have said this before *sigh*

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on January 02, 2015, 09:43:29 AM
To get the MUL file  look in here
http://www.scriptuo.com/index.php?topic=12768.0;highlight=mul
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on January 02, 2015, 10:02:51 AM
I also stuck the link into the "Links" section of the site. 

http://www.scriptuo.com/index.php?action=links;cat=7
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bendel on January 02, 2015, 08:28:02 PM
To get the MUL file  look in here
http://www.scriptuo.com/index.php?topic=12768.0;highlight=mul

Thanks everyone for answer,   

This MUL link make it work !!! :).

max respect
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: spy76 on February 02, 2015, 05:58:11 PM
Where is the download link for this?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on February 02, 2015, 06:17:19 PM
Where is the download link for this?

You need to introduce yourself and become a member. Read this: http://www.scriptuo.com/index.php?topic=1683.0 and then go to the new member introductions and give us a good intro!  :D
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Mad Tamer on February 28, 2015, 05:41:45 PM
I have been having ghost shovels and ghost ore in my bag lately. I know why it happens its because my crappy lap top and even worse WIFI internet. I have changed around the wait times a bunch and can't seem to fix the problem... I changed the set %lWait 60 from 20. I found the mine ore timer and changed that from 3s to 4s. But still I have problems I think I need it to re-open the backpack after every time it travels threw gate after about 2- 3 seconds. If I manually re-open backpack every time it goes threw a gate it seems to stop it from hanging up. If anyone could tell me the code I could use to open re-open backpack and around where I would need to put the code that would be fantastic. Thanks for your help! And thank you for the wonderful script.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: bodfather on February 28, 2015, 06:19:05 PM
Ghetto fix:

When I played I would put something in your pack the script won't use or recognize. Pick it up before you hit start. It'll ghost that item and the script will run perfect. It can be a shield, wep, piece of your armor ect.



Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Mad Tamer on March 07, 2015, 08:00:45 AM
Thank you soo much BOD farther. I will try your fix. I never thought of trying to ghost a random item the script does not use before starting script lol.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: demitoast on June 29, 2015, 11:32:00 AM
Well, I tried to start this script and I a facing a serious issue where nothing happen anymore when I press play.

Here is all the action I can tell that I done.

I ran this script on the wrong char, but saw setup load. Everything was fine in the menu! Gj
Then I stoped it and played it on right character. It took the runebook, went 2nd rune. But no mining.
I figured.. Hey, maybe it's because I only have sturdy shovels! So I closed ot isomg tje X in right corner to close window and then stoped in easyuo.
I went to buy shovels and pressed play. Now the menu wont even load. :(

I tried emptying var, closing easyuo and reopening, redownloaded the scrip and resaved in cave I did a mistake and the menu still wont load.

Anyone got a clue what could cause that ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on June 29, 2015, 11:38:05 AM
12X needs to put a popup stating you need to check your Mul files.  lol. Look at the posts just below this one until you find the links and the files you need to copy...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 29, 2015, 12:05:35 PM
12X needs to put a popup stating you need to check your Mul files.  lol. Look at the posts just below this one until you find the links and the files you need to copy...
Haha right!

I'll include something in bright red letters on the download post, that should at least help.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: demitoast on June 29, 2015, 07:15:56 PM
I wish t could say I feel dumb and that was the issue and maybe it was for the minning part. But, I have the mul file installed now and the menu just does not come up.

The most annoyng part is I did see the menu on first 2 run. Now I just press play and I do not see anything... As I post this. Im about to read the pages that came affter last release in hope to find something.

Thank you for the help. :)

EDIT:
OK, I still have issue but I fixed the important part. Here is my discovery.
Your macro save the settings in the registry and something must of broke in it. So I went to HKEY_CURRENT_USER\Software\EasyUO and deleted the 2 profiles. I started the macro again and the menu showed! Now, I have the mul file, I have normal shovels in pack and all it does is recall to spot 1(rune 2), wait a little and recall back to bank in hope to get the goods in, recall back to same spot since ore is left.(none taken) and loop on like this.

I play on Demise(Closest thing to a clone you can find. They play in ML era)
I am human, magery is high enough for 100% recall
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toe76 on July 12, 2015, 07:12:11 AM
Here is the issue I found (just grabbed the script today).

Script runs perfectly UNTIL the mining location runs dry. The script doesn't cycle through the runes in the book - just keeps hitting the same one, so then when that bank runs dry, you just stand there getting the message there is no ore or you cannot mine here.

Otherwise, I love the count menu and that it helps sort out the granite. Really wish I knew how to code this stuff to make it work! (I have another script that cycles through the locations just fine, but it doesn't sort like this one nor does it take into account granite)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 12, 2015, 10:34:45 AM
Hi Toe -

Are you on a prod shard or free? The script works fine for everyone else so we will need more info to help diagnose your problem.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on July 12, 2015, 11:47:42 AM
I believe Toe plays Rebirth UO which is Tidus and Crome's freeshard.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toe76 on July 12, 2015, 03:35:17 PM
Correct.. I'm on RebirthUO - and yes, I think it VERY strange that it appears to be ok for everyone else.

It just keeps recalling to the same rune over and over again (it goes home successfully, the first rune in the book) and then recalls to the 2nd rune in the book only. It does not cycle to the third, fourth, fifth, etc.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 13, 2015, 02:11:38 AM
That's definitely bizarre. I've never run this on Rebirth, only on prod shards, and I typically don't support free shards but I will try to find time to test it tonight after work if I can.

So it basically never increments the dig rune, it just bounces back and forth between spot one and home over and over again?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toe76 on July 13, 2015, 04:24:31 AM
Correct. If it helps at all - before you start, I can do a video of it occuring. It's just the oddest thing - if I weren't 100% brand new to scripting, I'd just try to wiggle through it myself, I just have no idea where to start.

Oh, I did get all the .mul files (direction from TM when we spoke in game) and the other scripts I have ran so far seem to be ok (outside of those that require the craft gump, those don't work well at all LOL But I assume that's because I'm on a freeserver. I'll have to try to fix those myself after I get more familiar with EUO)

Post Merge: July 13, 2015, 04:26:22 AM
Oh, I do have another script that works off of books and it does increment - so I may make copies of the two and try to figure out where the difference is around the book/recalling/incrementing.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 13, 2015, 05:38:41 AM
Interesting and good to know! I might be able to take a peek. What is the other script you've had issues with? Did you get it here and does it use TM's Runebook subs?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toe76 on July 13, 2015, 06:16:25 PM
I tried a quick smelter .. it would hang up on the crafting gump and just not craft anything. I also tried another blacksmith script (that one from EUO and it just got all janked up bad).

It really isn't the end of the world - I'm still going way faster than I normally would (considering I always did stuff by hand before) :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on July 13, 2015, 06:20:23 PM
Don't forget that most scripts are set up for official servers and may have to be modified to work on freeshards. The most common thing is that items have different item numbers and different size gumps.

Make a new thread, maybe in debug scripts and list which ones you are using and I can try and help. I don't want to hijack XII's thread lol
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 13, 2015, 07:17:37 PM
Interesting and good to know! I might be able to take a peek. What is the other script you've had issues with? Did you get it here and does it use TM's Runebook subs?

X

I'm actually using quite a few of my scripts on Rebirth at the moment without much issue other than the obvious things like gump sizes, etc.....  I know the runebook stuff works OK since I've tested the crap out of it there..  ;)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 14, 2015, 02:25:55 AM
Interesting and good to know! I might be able to take a peek. What is the other script you've had issues with? Did you get it here and does it use TM's Runebook subs?

X

I'm actually using quite a few of my scripts on Rebirth at the moment without much issue other than the obvious things like gump sizes, etc.....  I know the runebook stuff works OK since I've tested the crap out of it there..  ;)
Good to know, thanks. Didn't have a chance to test last night. Usually I wouldn't support a free shard but since it's so close to home...
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Toe76 on July 16, 2015, 10:19:55 AM
I'll have to catch TM in game and ask about the gump sizes.. that's probably what's wrong with the others - I just don't know how to do the modifications (which that will change).
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on July 16, 2015, 10:37:43 AM
I'll have to catch TM in game and ask about the gump sizes.. that's probably what's wrong with the others - I just don't know how to do the modifications (which that will change).

Search the script for this 530_497 and replace it with 530_437 for the gumps. You may have to adjust the mouse clicks on crafting scripts.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 16, 2015, 10:39:36 AM

Search the script for this 530_497 and replace it with 530_437 for the gumps. You may have to adjust the mouse clicks on crafting scripts.

Yeh, unfortunately the crafting click locations will probably be different as well.  Most of my scirpts I've had to adjust to adapt for Rebirths wonky craft window size.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 16, 2015, 12:17:34 PM
Funny, the crafting gump size was the first thing I was going to check although I still can't think of anything that would cause recalling back to the same spot over and over related to the crafting gump.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: cybercasper on October 25, 2015, 05:50:57 AM
I like this mining script is there a way to set up more than one rune book or is that a private one
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 25, 2015, 06:46:44 AM
I like this mining script is there a way to set up more than one rune book or is that a private one
That's a very popular question!! Unfortunately, no, I tend to mark my runes at spots where I can reach 4 different resource squares so I end up with 60 different mining spots from one single book. Marking good spots gives a lot of time to get through the whole book anyhow.

I did start a version 4.0 of the script with multiple runebook support, prospectors tools, and a few other goodies but I never seem to find enough time to work on it.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: cybercasper on October 25, 2015, 07:06:10 AM
ahh I see yeah I have used spewy's runebook miner for years but I like ur aspect for the blackrock and crystal blackrock. plus I like how I can at least read and understand ur script compaired to spweys
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on October 25, 2015, 12:41:32 PM
Spewy work fine and is not that bad to read.   Spewy does require lot of preparation and set up.    I sure love when I only need to mark rune and hit play.   

Sorry 12x I haven't try your yet.  On the count of been to lazy.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: cybercasper on October 25, 2015, 04:36:23 PM
yes it does and for a noob at writing scripts it seems a bit indef for me. I like it but having a problem with it wanting to drag prospect tool then locking the game up bc it says it is dragging something so I needed something new and improved and 12x is pretty easy to do
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 25, 2015, 05:43:42 PM
The reason I loved this script when OMGBurger wrote the original version a LONG time ago was because of it's simplicity. I jumped at the chance to take it over and keep giving it love for that very same reason, simplicity. It isn't the one with all the features but you mark runes, press play, and collect ore, granite, gems, and sand - doesn't get much easier than that :)

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on November 04, 2015, 01:19:15 PM
Been running this for about a week now.  Will have to agree that is a easy setup 11/10.  Had to change the drag !swait to 15 (line 918) because I was crashing to often.  I run the setting from home.  What nice because you can trash the Blackrock.  I also run this from the bank and  at 125 Items, 52 are from Mining only , the other go to black rock and after few hrs the bank get full.

Therefore here my request.
    Will it be possible to travel to a trash can when u have said 15 blackrock and been able to get 2 books.   
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Wiper on January 08, 2016, 04:43:00 AM
Finally tried  your script and it worked flawlessly. Support for using a second book would be great.
thanks again
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 08, 2016, 04:57:13 AM
Finally tried  your script and it worked flawlessly. Support for using a second book would be great.
thanks again
Awesome! Glad to hear it worked well for you. Yes, multiple runebooks is a overdue feature.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Demethar on January 11, 2017, 12:53:52 PM
This one I am amazed by its simple setup. Most of the time it runs smoothly for a few hours. But it isnt without any hickups. First issue is ghosting, and its main cause may be my connection.  :-[ Script tries to drag 20 ingots then causes client to crash. Increasing drag time didn't help. I did get better results by switching to 4G instead of ADSL. However, another problem prevented my mining trip.

This time, script starts out normally as it should. My toon recalls to first mining spot, mines it dry and then stays on that first spot, instead of recalling back to bank. Getting stuck on a digging loop. No overweight problem though. Just mines the same place again and again. I wonder if this is another side effect of having a shaky connection though.

Thank you for all the work you put in this script.  :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 11, 2017, 04:13:43 PM
This one I am amazed by its simple setup. Most of the time it runs smoothly for a few hours. But it isnt without any hickups. First issue is ghosting, and its main cause may be my connection.  :-[ Script tries to drag 20 ingots then causes client to crash. Increasing drag time didn't help. I did get better results by switching to 4G instead of ADSL. However, another problem prevented my mining trip.

This time, script starts out normally as it should. My toon recalls to first mining spot, mines it dry and then stays on that first spot, instead of recalling back to bank. Getting stuck on a digging loop. No overweight problem though. Just mines the same place again and again. I wonder if this is another side effect of having a shaky connection though.

Thank you for all the work you put in this script.  :)
The ghosting can be a pain. I had at one time added a line to open the pack at the beginning of the dropnstock sub and this was enough to resolve it. Not sure if I left it in there.

Is the script still mining in that one spot? How long did you let it go? The first time through a runebook is the "learning" round so it tests every tile around itself for success then ignores the bad tiles the next time around. Not sure if this is what you're running into.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Demethar on January 11, 2017, 06:00:08 PM
I think it was what you call "learning round". But the char stood there for close to 10 minutes, got me worried a bit. This time i waited it to go through all runes, and now works like a charm. Thank you again :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 12, 2017, 05:11:43 AM
I think it was what you call "learning round". But the char stood there for close to 10 minutes, got me worried a bit. This time i waited it to go through all runes, and now works like a charm. Thank you again :)
Cool, glad that was it!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: silverfox15987 on March 13, 2017, 11:33:55 PM
OK After learning I have 2 folders for UO On my computer I got the MUL's to work, Problem I'm running into He'll recall to a few places. Set default rune to first page first recall spot, and try to recall to the spot he's standing over and over... the rune book is full of potential spots but he loops through like 4... OH and when I did get him to go home, he just moved the ores to the backpack and not in the chest out front. Also, will fire beetle usage ever be a thing? Just curious on this note.


UPDATE: I think I got it worked out... Apparently Home has to be the first rune in the book. I'm sure that was written somewhere I just over-looked it. Still trouble shooting. Seems I got stuck recalling to the house over and over going nowhere fast. Will update after this test run.

UPDATE2: OK seems to work flawlessly, I must have interrupted it and made it mad.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on March 19, 2017, 02:48:05 PM
Glad you got it work. I only use it from bank, It a simple build and all the instruction are at the beginning.  If you are running milti client, maybe the mouse get confuse.  that happen to me while mining.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 24, 2017, 08:54:14 AM
Hmm has anyone tested this on Rebirth? I have been running this for about 10 minutes and it still has yet to find a mining spot as it should. Just still saying "target cannot be seen" I have not just simply made the changes from the previous page to the area mine sub.  anyone have input?


Update:

So it runs perfect on OSI and it has something to do with rebirth that I am not seeing. If anyone has got this working on Rebirth pm me please :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 24, 2017, 10:09:36 AM
Hmm has anyone tested this on Rebirth? I have been running this for about 10 minutes and it still has yet to find a mining spot as it should. Just still saying "target cannot be seen" I have not just simply made the changes from the previous page to the area mine sub.  anyone have input?

So it runs perfect on OSI and it has something to do with rebirth that I am not seeing. If anyone has got this working on Rebirth pm me please :)
There are MANY changes required to make it run on Rebirth. I had a personal version i was working on over there that I had working but I UO-fizzled.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 24, 2017, 10:13:56 AM
dang, anyone know one that runs on rebirth? I am not adept enough to make one myself lol
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on March 24, 2017, 10:48:38 AM
Hit play,  you foul :)   

Look at the Gump size, the shovel click location and make last.   those are the 3 most to fail.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 24, 2017, 10:58:36 AM
I made a gump change that was posted by someone from rebirth. I will have to look at the target location because it just says cannot be seen constantly.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 24, 2017, 12:13:32 PM
I made a gump change that was posted by someone from rebirth. I will have to look at the target location because it just says cannot be seen constantly.
The first time you run through it attempts all the spots around you in each recall location and marks a bunch as bad and a couple as good. After that it only hits the good spots. This can take a while the first time through.

Aside from Gump issues there are a number of item types that aren't the same.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 24, 2017, 01:03:47 PM
40 mins at one rune spot long? Lol I ran it on osi for the first time and only took 3 swings before it started.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 26, 2017, 06:22:13 AM
Well then I guess you answered your own question :)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 26, 2017, 11:04:23 AM
yeah, lol I let it run because there was a few posts that said it would take awhile because its checking a 25 tile area.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 27, 2017, 05:53:12 AM
yeah, lol I let it run because there was a few posts that said it would take awhile because its checking a 25 tile area.
It's refreshing to find someone who actually reads the previous posts in the thread :D

If I remember right, although I can check mine a little later today if things slow down at work, there were a number of differences I ran into when porting over to Rebirth including a number of item types, gump sizes, menu differences, and even some differences in the resource collecting itself. The version I had ended up with I finally got working but I never fixed the tracking menu or did much performance tuning or debugging before my life took a turn for the OMFG busy! I definitely need to get logged back in one of these days.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: valen2.0 on March 27, 2017, 12:35:27 PM
Yeah there are multiple things to change I have discovered with guidance from Ghost.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Alex229 on May 31, 2017, 04:28:04 PM
I can't for the life of me get the menu to show up again it wont start for me no matter what I do. The first time it did it got stuck on the tinkering menu and wouldn't make shovels and I've tried everything from the other posts and your instructions.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on May 31, 2017, 05:27:19 PM
You might actually be having issues with tiles not working.  Have you run this script before successfully?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on June 05, 2017, 05:17:09 PM
I can't for the life of me get the menu to show up again it wont start for me no matter what I do. The first time it did it got stuck on the tinkering menu and wouldn't make shovels and I've tried everything from the other posts and your instructions.
Hi Alex. If TM's suggestion about the tiles hasn't helped please give me a little more information. What server? Have you tried closing the game and EasyUO and trying again? Rebooting?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Lifespark on July 02, 2017, 02:39:45 PM
I've been sitting here trying to troubleshoot the issue for a good two hours now.

I've used uop2mul_2.0 to unpack the UOP files into MUL files and moved them into the base directory of UO. I've gone into my registry and manually added the registry changes suggested in various posts. I've tried rebooting everything including my computer. For some reason I still can't for the life of me get it to mine. It's clearly an issue with the tiles, but EasyUO must not be accessing the MUL files despite the registry pointing it to them, suggestions?

I'm currently trying to use this on a production shard, if that matters.

Edit: Some additional information...  I'm currently on Windows 10 64 bit using the most up to date client possible and the most up to date EasyUO client. My ExePath registry entry is set at C:\Ultima Online Classic\client.exe which is the location of my UO client. I've double checked to make certain the MUL files are in the directory and they are. EasyUO's registry entry also has this directory set for the client, so it's clearly detecting it. I'm really not sure what else I can do here.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on July 02, 2017, 06:43:58 PM
Lifespark,

I haven't used this Script in some time now but I am getiing ready to use it again.  May I ask, where did you ownload the uop2mul_2.0?  I am assuming I am going to need it to fire this Script up.  Hopefully, 12 Times can get you the help that you need...!


Oracle
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on July 03, 2017, 06:24:03 AM
It's clearly an issue with the tiles, but EasyUO must not be accessing the MUL files despite the registry pointing it to them, suggestions?
Hi Lifespark -

What, exactly, does the client do when you run the script? Based on your post I'm assuming it successfully goes through the setup process then recalls to the first spot in your runebook, correct? If so, then what happens?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Lifespark on July 03, 2017, 08:23:24 PM
Hi Lifespark -

What, exactly, does the client do when you run the script? Based on your post I'm assuming it successfully goes through the setup process then recalls to the first spot in your runebook, correct? If so, then what happens?

X

Hey 12TimesOver,

Yeah, it runs through the setup perfectly, checks my storage then recalls to the first mining location before simply standing there. EasyUO seems to enter into some kind of odd freeze state (similar to other scripts that require the MUL files) where pausing does not bring me to the script line and trying to restart the script does not do anything. I'm then forced to reboot EasyUO to run the script again. From what I can tell this HAS to be linked to it not recognising or being unable to read the MUL files and I really can't think of anything else to do.

The MUL files are in the client location, and my registry entry is pointed to the client.exe in the same folder, so I just really don't get it.

Edit: Oracle, the program I used to convert the UOP files can be found here: http://www.scriptuo.com/index.php?topic=11071.0 (http://www.scriptuo.com/index.php?topic=11071.0)
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 03, 2017, 09:26:45 PM
Try these mul files:

https://app.box.com/s/qa9psvwsoosbtrx1yb8un4cci7280g0d
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Lifespark on July 03, 2017, 10:32:33 PM
Try these mul files:

https://app.box.com/s/qa9psvwsoosbtrx1yb8un4cci7280g0d

You're amazing.

Works like a dream, guessing it must have been a problem with the converter even though I tried it a few different times.

Thanks to everyone for the help.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 04, 2017, 12:20:50 PM
Well you can thank Gimlet for the link.

The converters have been suspect for a while now. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrailMyx on July 05, 2017, 07:46:39 AM
What I need to do is to stub-in the UOP to MUL code that comes with the UOFiddler plug-in into my Deconvolver.  Sure would be nice to have mul files that aren't from 2012 but work with EasyUO.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on July 16, 2017, 11:19:19 AM
!2x,

Pardon me if this has been asked before, but I remember a Mining Script where you could have multiple runebooks selected and to use (this made it more unlikely) that someone would see you mining in the same spots for a long time.  Also, a friend of mine had a script that used prospector tools and gargoyle pickaxes to mine up elementals to kill them and get the extra 25 of ore off the corpse.

Is there a way to use more than one runebook? 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on July 23, 2017, 12:05:00 PM
Hi XIIx,

I found that Neo has a Kung-Fu Miner that attacks and mines the ore elementals,  I do have 2 questions that I was wondering about...

1.  I have a rune marked in Buc's Caves and mining there manually I can mine all eight directions, but the Script just stands there and does not mine at all, and recalls to the next spot.  All of the rest of the books works great.

2. Why only 14 Mining Runes in the Book. Why not 15? (Would be great if we could select multiple books to not seem like we are mining the same spots over and over.

60% of the time the Script crashes the Client while it is dragging these from the secure to the backpack and also from the backpack to the secure.  I have tried to eliminate the backpack to secure issue.  When the Client crashes, I just start it back up again and the second try always works.

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on July 23, 2017, 12:41:33 PM
You connection is to slow, so increase the wait in the drag/drop sub.    You can't script mining in those cave. not the same title system.   The reason why 14 rune, because it in the instruction.     
I have tried to eliminate the backpack to secure issue.  are you talking about ghosting.   If yes, the first time you start your client, drag you spellbook, that will be the ghosting items. after start the script. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on August 07, 2017, 12:38:55 PM
Since the latest patch, I have encountered a small problem with the script.  I tinker the shovels as I go and have discovered that when the Miner pulls ingots from the secure to the backpack that they are dull copper ingots and not the normal iron ingots.  I would go back to the screen with the Miner and he would be standing in the middle of a cave, with the crafting menu popping up over and over again stating I did not have sufficient materials to make the shovels.  I have compensated for this problem by starting the script with 500 iron ingots in my pack. 

Wonder what caused the shift since the last patch?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on August 07, 2017, 12:58:42 PM
This script don't smelt ore, so if you have any other ingots your bag is because u put them their.   If you can read the script have no fail safe, it just pick up ingot.   SO do your self a safor and remove every ingots type except basic one. 

 Et Voila  problem solve.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on August 07, 2017, 01:15:06 PM
I always leave 5-10k of iron ingots in the main bank, I keep the other ingots in another bag that is not used by the script. It makes it nice and simple and keeps you mining!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on August 07, 2017, 03:32:00 PM
Thanks for the suggestions...I use the same commodity deed box that I smelt the ore in.  It used to just pull the iron ingots straight out...but occasionally it picks up the DC ingots...as I said I have a workaround, so I am good for now.  Was wondering if anyone else had the same error?

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Murdok on October 05, 2017, 11:07:50 PM
After tinkering around with several recall miner scripts I finally hit the jackpot with this one... runs like a champ!!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on October 16, 2017, 05:34:35 PM
After tinkering around with several recall miner scripts I finally hit the jackpot with this one... runs like a champ!!
Great, glad it's working still!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Scorpio on February 15, 2018, 01:14:28 AM
So, since the changes to treasure maps, I decided to add mining to my template. I was going to use this little gem to just train with. At first it got stuck after setup..... I read through most of the posts here, did neo's mul converter(didn't work). Saw TM's post and it began to work :P

Then it recalled off the books default (Home rune) and started trying to dig, then looped trying to recall to same spot. So then, I tried to manually get to mine spot 1. It tried to dig but never found the mountain, recalled home, and recall loop ensued. Did uo change gump ID's for runebooks since I last playered retail?

I used to be decent at small troubleshooting and editing but I can't quite figure it out, and server reset just hit so I thought I would post and see if anyone has tried this script recently. Thanks in advance :)


Edit: After server up I tried mwic miner. Similar, but different problem: It opens runebook and freezes. It's almost bed time, but this afternoon ill attempt to edit runebook gumps in this script, and if I get it functioning ill post changes
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on February 15, 2018, 07:12:50 AM
Not to kill your buzz,  but I will suggest that you use the Davies Jones locker to find the X/Y locations.  After that is just a matter of find the 4 corners.   This build is trying every location u can dig up.     I use it a while, while back and have some little hickup. 

I believe someone write a quick text on how to do T-map now. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Scorpio on February 15, 2018, 01:23:36 PM
Not to kill your buzz,  but I will suggest that you use the Davies Jones locker to find the X/Y locations.  After that is just a matter of find the 4 corners.   This build is trying every location u can dig up.     I use it a while, while back and have some little hickup. 

I believe someone write a quick text on how to do T-map now.

I use Davies Locker, but its 10x10 area and takes too much time to walk around whole spot without mining. I'm all about speed and efficiency. I'm not using the miner to dig chest, using it to train mining so I only have to make 1 dig in center of tmap area(mining 100 will pull chest if you are within 10 tiles of it). This saves me a lot of time.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: onlyindreams on October 03, 2019, 11:55:30 AM
It's been years since I've script mined...

After going through set up I recall to the first spot and then just sit there. No actions at all. What am I missing? I have tools, not max weight, etc.

I've tried both versions 3.1 and 4.0
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: onlyindreams on October 03, 2019, 12:02:37 PM
Try these mul files:

https://app.box.com/s/qa9psvwsoosbtrx1yb8un4cci7280g0d

I know this is really old, but this solved my issue. Thanks TM! I guess I should have started reading back to front instead of starting in the middle. Makes me wonder what other old files I need after getting a new computer.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on October 03, 2019, 12:30:33 PM
onlyindreams, 
You can start by looking at this link.  Hope the download still work,

http://www.scriptuo.com/index.php?topic=14877.0
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Kandie on October 04, 2019, 08:10:35 PM
Love the script but have 1 issue with it. When it goes home to unload it logs me out of UO completely.   Kandie
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on October 05, 2019, 07:29:52 AM
This have nothing build on to log you out.   In UO Maacro,  they have a build in one under Alt F4  that call Quite Game.   This is a default macro.  try to delete it. 
click option in you paperdoll, under macro and search for the quite game macro and deleted it.  see it that help.   If not I will need to think at other idea. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on October 05, 2019, 09:59:56 AM
The problem that she is having is that the whole game closes when her character goes to drop off the sand. She then has to open UO again and log back in and manually drop the sand and restart the mining program. I was wondering if it has anything to do with the speed or timing of the drop off. Maybe it needs to be slowed down for her computer or internet speed?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Kandie on October 05, 2019, 04:09:51 PM
Ghost I found where is closes game, its Alt x  and I deleted it and it seems to be working, Thx  working great    Kandie
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gandolf on October 25, 2019, 05:17:51 AM
ok did what the scrip said have rune book with house and mining spot for sand
start scrip recall to first spot and just stand there. any ideas ? thx
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on October 25, 2019, 06:10:13 PM
I will had to take a guest, that you are missing the old Mul file. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gandolf on October 26, 2019, 03:45:14 AM
so how do I do the mull files ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on October 26, 2019, 04:56:47 AM
I am not trying to be rude but I asked you about those in the other post, the one where I asked about the book as well. Here are the mul files http://www.scriptuo.com/index.php?topic=14877.0
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gandolf on October 26, 2019, 05:03:21 AM
ok read the book downloaded the mul files how do I use them?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on October 26, 2019, 05:59:11 AM
Drop the mul files in your main uo folder and you should be good. UO changed the map files a while back, but by dropping them in, the scripts will mine and LJ.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gandolf on October 26, 2019, 06:28:33 AM
thx for the help working great
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on February 24, 2020, 05:26:06 PM
I was a huge user of this script years ago. Went to run it on OSI. Followed all set ups and read me's. After recalling to the first location, I just stand there. No activity in the script. Eventually, I got a "you have been idle too long" gump. Tried with different books, different mining tools. I can't remember how to step through to find the hang, or I would have done that
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on February 24, 2020, 06:07:36 PM
I love when people only look for the download option and forget to read the first line on the post .  hard to miss

NOTE: This script requires that you have restored working MUL files into your UO directory! If your character won't mine when it recalls to a location this is not a script issue, it's an issue with your UO install. Search the site for MUL Files for more information on how to address the issue before posting in this script thread!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on February 24, 2020, 06:43:38 PM
I was a huge user of this script years ago. Went to run it on OSI. Followed all set ups and read me's. After recalling to the first location, I just stand there. No activity in the script. Eventually, I got a "you have been idle too long" gump. Tried with different books, different mining tools. I can't remember how to step through to find the hang, or I would have done that

You probably need to replace/add the old .mul files. If you search here, someone posted them.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on February 24, 2020, 07:22:36 PM
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: baldielocks on February 25, 2020, 05:59:29 AM
#smacks head# thanks for the reality check. I did read it. I read EVERYTHING. Bu I did not comprehend it. my apologies gentlefolk.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: gruntman on March 24, 2020, 07:01:03 PM
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on March 25, 2020, 09:11:49 PM
XIIxOverR...

It seems that when I run this Script now I get the No UO Supported Client found error

Ran this dozen of times before --- running easyuo334.

Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gaderian on March 25, 2020, 09:12:51 PM
Admin mode?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Oracle on March 25, 2020, 09:40:09 PM
OMG -- dUH!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gaderian on March 25, 2020, 09:42:00 PM
I smacked my forehead so many times on this... I broke down and created a shortcut. Set the properties to run in admin  mode... dragged that onto my taskbar (or whatever the Windows border menu is called). Solved me issues on admin mode. ;)

Gaderian
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: awicker0510 on May 02, 2020, 03:15:35 AM
I downloaded and ran the script.  At first I had an issue with making shovels. It goes through the motions to put ingots in my bag but didn't actually move any. Then recalls to the mining spot, attempted to make shovels but failed due to no resources.
I added a wait timer to correct the issue. has been working great the last few days.
I added the wait timer in this sub ;SUB XIIxMoveStuff
 finditem !Item2Move C_ , !SourceContainer
   if #findkind = -1
       set #RESULT #FALSE
   else
      {
      if #findstack < !Amount2Move
         set !Amount2Move #findstack
      wait 20 ;this was the wait timer I added to fix the issue
      exevent drag #findid !Amount2Move
      wait !sWait
      exevent dropc !TargetContainer
      wait !sWait
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: blake378 on June 15, 2020, 06:30:08 AM
so i converted the uop files to mul files, and it still wont do anything but recall, and stand there. can anyone help? did i do something wrong when i moved the mul files?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on June 15, 2020, 06:36:30 AM
Did you add them to the main folder? Once downloaded, they just get added to the main folder and you should be good. Are you on a freeshard by chance?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: The Ghost on June 15, 2020, 07:25:43 AM
Just encase your conversion didn't work properly,  here a link to the MUL folder that we have here
http://www.scriptuo.com/index.php?topic=14877.0
Title: Re: XIIxOveR\'s Miner For Dummies 3.0
Post by: blake378 on June 15, 2020, 08:45:47 AM
i added them directly. i will try the folder.

Post Merge: June 15, 2020, 09:06:23 AM
the folder. worked. ty everyone for your help
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Nuscheltier on December 22, 2020, 12:53:37 AM
Hi,

Thank you for this nice script, it runs really smoothly!

I noticed that you have prospectortool type in the code, but as far as I can see it is not supported though? Or am I wrong here?

Best, N
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on March 31, 2021, 10:35:54 AM
Hi,

Thank you for this nice script, it runs really smoothly!

I noticed that you have prospectortool type in the code, but as far as I can see it is not supported though? Or am I wrong here?

Best, N
Sorry to miss this Nuscheltier, been a while since I've been active - just getting back into the swing of things again.

That was added for future support, I haven't actually released 4.0 yet but it will be supported then.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: altiric on April 13, 2021, 09:53:44 PM
Utterly loved the concept of this script! Ended up hacking and slashing around your subs and turned it into a rail based system with fire beetle support. The beauty of it is i can add a new rail, then your script scans all the possible spots on the first run and every run after is quick and seamless. I also had an idea to better merge the recalling with rails so you can recall to a spot, run a full rail, then move on to the next one. With the current setup, i smelt as i go along, and only return home for a dropoff once i get near maxweight in raw ingots. Noticed a few things turned off with tile checking that are beyond my skills, was just wondering if this was an euo issue of something still being worked on, or never got finished.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on April 14, 2021, 03:05:33 AM
Utterly loved the concept of this script! Ended up hacking and slashing around your subs and turned it into a rail based system with fire beetle support. The beauty of it is i can add a new rail, then your script scans all the possible spots on the first run and every run after is quick and seamless. I also had an idea to better merge the recalling with rails so you can recall to a spot, run a full rail, then move on to the next one. With the current setup, i smelt as i go along, and only return home for a dropoff once i get near maxweight in raw ingots. Noticed a few things turned off with tile checking that are beyond my skills, was just wondering if this was an euo issue of something still being worked on, or never got finished.
Nice! I thought about adding Fire Beetle but instead I just dropped out of existence for a long time :) I removed the tile checking because it really wasn't required based on the way the script works but I never fully deleted it from the script - I think the initial run speed could be improved if it checked the tile types first but that also means updating the list and last I knew there were tile issues in Ter Mur. There are still a few bugs related to ltargetkind in caves but nothing related to tile types.

With the Fire Beetle going, what are you getting for total ingots per hour or day? Also, do you have any issues with this locking up after running for a while?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: altiric on April 14, 2021, 10:30:14 PM
I actually live off grid out in the mountains and generate my own power, so leaving things running is not really an option. Only had it running a few hours at a time but its run flawlessly and without breaking. Ill check the numbers and get back to you with an ingot count next time i get the chance to run it for a bit. Also, the tile checking is not a huge issue. Only slows down the first run a touch but the time it saves having to find grids and mark each spot probably makes up for that and then some when making new rails!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on May 20, 2021, 05:06:11 AM
Hmmm...that's a new one for me. I can't mess with it until later when I get home from work but I'll fire it up and see if I can reproduce.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrackStar on August 27, 2021, 07:02:09 AM
Hi,

Thank you for this nice script, it runs really smoothly!

I noticed that you have prospectortool type in the code, but as far as I can see it is not supported though? Or am I wrong here?

Best, N
Sorry to miss this Nuscheltier, been a while since I've been active - just getting back into the swing of things again.

That was added for future support, I haven't actually released 4.0 yet but it will be supported then.

X

Are you still planning on releasing 4.0?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on September 27, 2021, 02:28:07 PM
Sorry I'm not around as much as I used to be! Just pop in from time to time, usually when I'm getting the itch to play again and start fixing stuff I wrote LOL. I'd like to give a resounding "absolutely" on 4.0 but then I might disappear for another 6 months. On the other hand, I could say "no way" then have a new version at the end of the week.

XII
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: TrackStar on September 27, 2021, 05:14:09 PM
haha, its cool!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: A1uc3rd on May 06, 2022, 07:14:14 AM
XIIxOver,

First, I want to open by letting you know how much I have enjoyed your script over the years and thank you for the script. Second, I would ask your forgiveness for my impertinence with my next question. How much would I have to donate to the cause to make version 4.0 a reality? You have a set of skills I do not and for as much as I have tried to learn, I am just not good at scripting. Thus, I feel in order to show my appreciation for your skills I would like to make a donation to have version 4.0 come into existence. Time is money after all.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on May 11, 2022, 06:41:33 AM
Haha! Though I appreciate the ask I wish it was about money ;) I honestly have just lacked interest - there are so many better scripters making better scripts out there coupled with real life starting to need more attention than I was giving it. I'm recovering from surgery right now and though I have more time on my hands than I know what to do with I can't focus for *bleep*! So all that said, who knows - maybe I'll find myself feeling inspired to fix this thing up a bit in the near future, it might help my brain get back in order some.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: A1uc3rd on May 17, 2022, 04:57:00 AM
I first and foremost want to wish you well and a speedy recovery from your surgery. Second, while you can say that there are better scripters, which there likely are, all of the scripts I have tried and attempted to use from the easyuo website have never been as user-friendly as yours has been for me for the purpose of mining. Your script is very straightforward and easy to understand out of the box on how to use from the perspective of a person who isn't good at scripting. Third, since I have your attention for the moment, would you be able to help me edit the script slightly. Currently, I run the script on Atlantic Shard, but at points when the script attempts to recall back to the bank to drop off the ore that it has mined up there is a delay in the transition from the sub server where I was mining to the bank. The script thinks that it has failed to recall to the bank to drop off the ore, but has sucessfully made it to the bank and continues to attempt to recall to the bank. Since I am already at the bank the game denies every attempt thereafter because of the location being blocked. I have attempted to fix the issue myself, but I have been unsuccessful. I enlisted the help from a friend who is a professional at this type of work, but he told me since he was not familiar with the assembly language the script is written in he would do his best, but guaranteed nothing. My friend also told me that due to his lack of knowledge of variables associated with Ultima Online and the easyuo program his help would be very limited.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gaderian on May 17, 2022, 10:29:42 PM
First, I will admit I did not run this to reproduce your error. Once I looked at it out to satisfy my curiosity, I remembered having similar behavior in a script of my own. So I decided to go compare what I did there to see if possibly I did something different.

You said it recalls the first time to arrive at the bank and then it continues to cast. Now you are blocking yourself as you try to recall to the position where you are standing.

This means it completes the first pass through the routine, TM_NewCastSpell, successfully, then still hits an error condition, where #RESULT is #TRUE. #RESULT is set any time there is a return from a subroutine or it is specifically set in a script. In this loop where it is stuck, that is the gosub statements to TM_AdvJournalSync and TM_AdvJournalScan.

I looked at a script where I used the same Recall logic code and I have a difference, so maybe this could help your issue, too.

Here is the code in this mining script:
Code: easyuo
  1. ;####################
  2. ;SUB TM_NewCastSpell
  3. ;####################
  4. ; %1 = spell number
  5. ; %2 = #TARGETID or SELF or NONE
  6. ; %3 = retry count (-1 = cast until successful)
  7. ; %4 = cast delay
  8. ; %5 = recovery delay
  9. sub TM_NewCastSpell
  10.   namespace push
  11.   namespace local NCS
  12.   set !lpc #LPC
  13.   set #LPC 100
  14.   set !whichspell %1
  15.   set !whichtarget %2
  16.   set !castretrymax %3
  17.   set !waitdelay %4
  18.   set !recovery_delay %5
  19.  
  20.   set !castretry 0
  21.   set !temp_ltargetid #LTARGETID
  22.   set !temp_ltargetkind #LTARGETKIND
  23.  
  24.   NewCastSpell_loop1:
  25.     if !castretrymax < 0
  26.       goto NewCastSpell_cont1
  27.     if !castretry > !castretrymax
  28.       goto NewCastSpell_end1
  29.     NewCastSpell_cont1:
  30.       gosub TM_AdvJournalSync SPELLCAST 100
  31.       set #LTARGETKIND 1
  32.       set #LTARGETID !whichtarget
  33.       set !tempmana #MANA
  34.       event macro 15 !whichspell ; cast the spell
  35.       wait !waitdelay
  36.       set !targettimeout #SCNT + 7
  37.       NewCastSpell_wait1:
  38.         gosub TM_AdvJournalScan SPELLCAST NONE spell_fizzles you_have_not_yet mana your_spirit more_reagents
  39.         if #RESULT = #TRUE || #SCNT > !targettimeout
  40.         {
  41.           set !casttimeout #SCNT2 + !recovery_delay
  42.           repeat
  43.           until #SCNT2 > !casttimeout     ; finish up cast delay
  44.           set !castretry !castretry + 1
  45.           goto NewCastSpell_loop1
  46.         }
  47.  

Here is the code in my script using these routines:
Code: easyuo
  1. ;-------------------------------------------------------------------------------
  2. ; %1 = spell number
  3. ; %2 = #TARGETID or SELF or NONE
  4. ; %3 = retry count (-1 = cast until successful)
  5. ; %4 = cast delay
  6. ; %5 = recovery delay
  7. sub TM_NewCastSpell
  8.   namespace push
  9.   namespace local NCS
  10.   set !lpc #LPC
  11.   set #LPC 100
  12.   set !whichspell %1
  13.   set !whichtarget %2
  14.   set !castretrymax %3
  15.   set !waitdelay %4
  16.   set !recovery_delay %5
  17.  
  18.   set !castretry 0
  19.   set !temp_ltargetid #LTARGETID
  20.   set !temp_ltargetkind #LTARGETKIND
  21.  
  22.   NewCastSpell_loop1:
  23.     if !castretrymax < 0
  24.       goto NewCastSpell_cont1
  25.     if !castretry > !castretrymax
  26.       goto NewCastSpell_end1
  27.     NewCastSpell_cont1:
  28.       gosub TM_AdvJournalSync SPELLCAST
  29.       set #LTARGETKIND 1
  30.       set #LTARGETID !whichtarget
  31.       set !tempmana #MANA
  32.       event macro 15 !whichspell ; cast the spell
  33.       wait !waitdelay
  34.       set !targettimeout #SCNT + 7
  35.       NewCastSpell_wait1:
  36.         gosub TM_AdvJournalScan SPELLCAST VALID you_have_not_yet mana your_spirit more_reagents
  37.         if #RESULT = #TRUE || #SCNT > !targettimeout
  38.         {
  39.           set !casttimeout #SCNT2 + !recovery_delay
  40.           repeat
  41.           until #SCNT2 > !casttimeout     ; finish up cast delay
  42.           set !castretry !castretry + 1
  43.           goto NewCastSpell_loop1
  44.         }
  45.         if !whichtarget = NONE
  46.           goto NewCastSpell_skip1
  47.         if #TARGCURS = 1
  48.           goto NewCastSpell_targ1
  49.         goto NewCastSpell_wait1 ; wait for target cursor
  50.  
  51.   NewCastSpell_targ1:
  52.     if !whichtarget = SELF
  53.       event macro 23
  54.     else
  55.       event macro 22
  56.  
  57.   NewCastSpell_skip1:
  58.     wait 5
  59.     set !casttimeout #SCNT2 + !recovery_delay
  60.     NewCastSpell_skip2:
  61.       if !whichspell >= 0 && !whichspell <= 63 ; Magery
  62.       {
  63.         gosub TM_AdvJournalScan SPELLCAST VALID spell_fizzles there_is_already mana your_spirit more_reagents
  64.       }
  65.       else
  66.       {
  67.         set !cont #FALSE  ; Chivalry, Necromancy, etc
  68.         finditem !whichtarget *
  69.         if !whichtarget in SELF_NONE || #FINDKIND <> -1
  70.           set !cont #TRUE
  71.  
  72.         if #MANA >= !tempmana && !cont = #TRUE ; check if target is still there
  73.           set #RESULT #TRUE
  74.         else
  75.           set #RESULT #FALSE
  76.       }
  77.       repeat
  78.       until #SCNT2 > !casttimeout     ; finish up cast delay
  79.       if #RESULT = #TRUE
  80.       {
  81.         if !castretrymax > -1
  82.         {
  83.           set !castretry !castretry + 1 ; %castretrymax of -1 will cast until successful
  84.           if !castretry > !castretrymax
  85.             goto NewCastSpell_end1
  86.         }
  87.         goto NewCastSpell_loop1
  88.       }
  89.       if #SCNT2 <= !casttimeout     ; finish up cast delay
  90.         goto NewCastSpell_skip2
  91.   NewCastSpell_end1:
  92.     set #LTARGETID !temp_ltargetid
  93.     set #LTARGETKIND !temp_ltargetkind
  94.     set #LPC !lpc
  95.     namespace pop
  96. return

Pay particular attention to the TM_AdvJournalScan lines.
Both of mine use VALID in place of NONE (VALID means make sure other player's speech is not interfering with your results; NONE just accepts whatever is in the character's journal).

The first TM_AdvJournalScan I removed "spell_fizzles".

On a positive note, I do not believe what you are describing is a timing issue. I think this script's logic supports your description in this recall routine.

I looked at the few places that the code calls any of the TM_Travel routines and there is no code to try to rerun the travel routine - it is expecting a successful result. That gives more weight to the issue of recalling over an over is in the TM_Travel routines itself and that boils down to the code in TM_NewCastSpell.

Gaderian
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on May 19, 2022, 12:39:18 PM
Thanks for the detail Gaderian! I've run into this issue periodically over the years but not very often. I never setup any kind of checking around the Travel sub calls but it wouldn't be a bad idea, typically the problems are elegantly handled by TM's subs already.

My theory, and I haven't been able to test it yet since the issue comes up so rarely, is that it IS related to a timing issue, in that maybe the checking for the !oldx and !oldy might happen before the recall is completed thus it thinks it has not been successful and continues to try the same rune location even though it WAS successful. At this point it's hanging out in the Spellcast sub where there is no checking for a blocked location but rather just the Spell_Fizzles which indicates "try again", and even if there were a check for the blocking the Spellcast sub doesn't handle that, the Travel sub does.

I'll play around with things a bit. I'm even trying to test and reproduce on Naps where I lag like crazy and I'm not having luck, I guess I can move to a Jap shard and test there.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on May 19, 2022, 02:37:51 PM
Ok, too funny. Just now I fired up the script and duplicated the issue while I watched LOL. I haven't had this happen in months! Anyhow, I noticed that it recalled to the bank fine and emptied the pack. Next it should have switched the rune location from position 1 to position 2 (this was the first run to the bank) but for some reason it left the default at position 1 and indefinitely attempted to recall back to the bank where the toon was already (still) standing.

So, there are two problems - 1) sometimes the script fails at switching recall location after visiting the bank and leaves the bank as the default and 2) the script is not handling this problem scenario.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Gaderian on May 20, 2022, 01:50:54 PM
Not selecting the new rune in the book makes perfect sense.

Do you have a good idea how to fix that?

My idea is to test the pixel on the page and repeat until it is valid. Not sure how to keep that from being an infinite loop on really poor lag situations though. Even if you do a maximum number of tries, it doesn't guarantee it was set to the desired location.

Gaderian
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 08, 2023, 01:19:02 PM
Well now that I can do something in game besides farming Deceit I realized I never uploaded the current version with the menu and performance fixes in place so newest version is now 3.2!

Unfortunately this doesn't include any changes related to the recall issue but now that I'm playing with it again more updates to come.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Piller on January 08, 2023, 04:44:59 PM
I will load this up and let ya know how its doing on osi overnight tonight


3.2 right?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 08, 2023, 05:57:13 PM
3.2 right?
Yeppir!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Piller on January 09, 2023, 04:44:25 AM
Started with an empty pack except rune books and 1 tool. Beginning ran as it should grabbed ingots, made shovel cleaned up and started.
Problem that crashed it was it tries to recall to the spot your standing on and loops forever there. To prove this I manualy moved off the spot and he recalled back.

  TravelFromRunebook_loop1:
    set #LOBJECTID !rbook
    set #LTARGETKIND 1
    event macro 17 0
    gosub XIIxGumpWait generic_gump generic_gump

    set !runeclickx 140 ; page 1, rune 1
    set !runeclickx ( #CONTPOSX + !runeclickx + ( 35 * ( ( !locindex - 1 ) / 2 ) ) )
    if !locindex > 8

I am pretty sure where I was looping.
side note my weight was 522/537 and was still recalling to a dig spot
I will mess with it more tonight and try to get more info for you.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 09, 2023, 02:56:59 PM
That's odd, I've been running it problem free for days at a time off and on since last October and this is only a very minor modification of the last version of the script which has been active for years.

There is a known issue with the travel subs which I'm going to be looking into next (not my subs but it might be my implementation of them) where this happens from time to time but never on the first run.

Are you playing prod not a free shard? Are you on a shard with a high ping?

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Piller on January 09, 2023, 05:40:21 PM
lake superior, have way to much PC and internet for this game. so lag/ping shouldn't be an issue but i will fire it up again and check ping.

I have run this before overnight and never had a problem was really surprised it did this. I thought you changed something so just turned off and reported back. I will give it another shot and let ya know.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 10, 2023, 02:34:38 AM
Weird stuff, thanks for the feedback. Let me know how it goes. I def need to fix that recall issue either way!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Piller on January 10, 2023, 05:24:40 AM
What is the recall issue you are seeing? Im going to be stuck in the office latter this week I can try to recreate and help out tracing it down.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: docaw on January 30, 2023, 05:09:20 PM
I have returned after a couple years away.  I had the same issue as Pillar noted above once I got close to weight it was using the last rune. I tried house rune in slot 1 in a new book , book named home with a single rune , rune only in pack

"I am pretty sure where I was looping. side note my weight was 522/537 and was still recalling to a dig spot I will mess with it more tonight and try to get more info for you."
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on January 31, 2023, 02:51:42 AM
Thanks for the feedback docaw. I'll try to duplicate it again, for some reason I haven't been able to yet.

Just to make sure we're on the same page though, book name doesn't matter and the home rune shouldn't be in it's own book, it just needs to be rune 1 in the book with the rest of the runes being dig spots.

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: docaw on January 31, 2023, 07:14:26 AM
We are on the same page.  An example is I will hit close to the weight limit at rune 3 and instead of using rune 1 to drop off it keeps trying to use rune 3 I am guessing because it was the last one used.  This is a fresh install on a new PC so no leftover cache etc. 
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on February 17, 2023, 02:19:33 AM
We are on the same page.  An example is I will hit close to the weight limit at rune 3 and instead of using rune 1 to drop off it keeps trying to use rune 3 I am guessing because it was the last one used.  This is a fresh install on a new PC so no leftover cache etc.
Sorry to disappear, RL stuff.

Is this with the newest version I uploaded (3.2) and can you see if 3.1 is having the same issue for you? I'm still unable to duplicate so just trying to narrow things down.

Much appreciated!
X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Nerv0us2 on March 15, 2023, 11:34:06 AM
Nice
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on March 15, 2023, 02:11:16 PM
Nice

It really is and you will be able to experience it once you head over to the new member introductions and make a good introduction!
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cauldron on September 08, 2023, 12:31:10 PM
Hi,

Don't know if anyone here is doing anything with this script, but it looked like what I was just looking for so I figured I'd give it a try. I play on a freeshard that is pretty much a UO clone except one thing (don't know if it same on OSI, as I haven't played there in many years). So the issue is (I think) that our runebooks looks different in that instead of the "Recall" function being the top most one, we have another called "Replace" then "Recall" is just below it. BTW, I have a copy of the MUL files in the UO directory.

When I load the script I get the setup menu and can set up my secures and runebook, but when it gets time to actually run, it just stands there. I in my novice ways think it is related to the runbook situation above, but I don't know enough to try to modify script itself so I can test if it is true. Can someone help, either directly with the script, or at least point me in the direction of what areas of the code that I'd have to learn to figure it out myself.

Thanks in advance,

<Cauldron>
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on September 08, 2023, 04:34:54 PM
It would most likely be in
Code: [Select]
;TM_TravelFromRunebook and you would probably have to find the location of the recall button and edit this
Code: [Select]
if !method = RE
      gosub TM_NewCastSpell 31 !rbook -1 10 10 ; recall until successful
though TM wrote and has better knowledge of it. I have never tried altering his travel code.

You will also probably need to change this line with your runebook type
Code: [Select]
set %RuneBookTypes ZBN I am guessing that it does not recognize the runebook which is why it is not opening it and it is quite likely that if it does, it would click on remove this removing the rune instead of recalling.

You can use this to find the itemtype of your runebook http://www.scriptuo.com/index.php?topic=188.0

You can use this to help with the location of the button http://www.scriptuo.com/index.php?topic=505.0

EDIT: Don't forget to add the old .mul files http://www.scriptuo.com/index.php?topic=14877.0
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Cauldron on September 09, 2023, 07:44:01 AM
Thank you. I'll start digging into it and hopefully I can come up with a solution.

<Cauldron>
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: 12TimesOver on November 09, 2023, 03:01:18 AM
There are a lot of things that can change with a free server so it can make things difficult to troubleshoot without actually being on the server.

Does it even open the runebook at all once setup is complete?

The Setup portion will validate that the runebook you selected is the proper #findtype (if #findtype notin %RuneBookTypes) and won't move forward without it being there so that isn't it.

The travel portion of the script relies on setting the default rune page then just casting the proper spell and targeting the runebook so the change to the menu to include a Replace would have nothing to do with it.

If it's the .mul files you will typically recall to a spot and not mine anything at all so if it's not even doing the first recall that's not likely the issue (though you still need to add the .mul files if you haven't).

You can use F7 on the keyboard to pause and step through the script to see what it's doing while it's just sitting there.

What server are you playing on?

Jesus I just realized that was posted two months ago LOL. Hope you got things worked out!

X
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: hayhay on December 01, 2023, 07:59:39 AM
Hi, I think ID of Runebooks or characters backpacks has changed yesterdays update.  When I go set up and trying to set my rune book in my backpack  a pop up message said me that " it is not a runebook or the rune book is not in your backpack."

How can i solve this issue ?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on December 01, 2023, 06:34:19 PM
Find the ID of the runebooks on your shard and then change them on the script. There are a couple of scripts that help find the ID or you can double click it and then check on the right side of the EUO panel for the id.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Jtunes on February 04, 2024, 01:35:19 PM
Hi, I think ID of Runebooks or characters backpacks has changed yesterdays update.  When I go set up and trying to set my rune book in my backpack  a pop up message said me that " it is not a runebook or the rune book is not in your backpack."

How can i solve this issue ?

Can anyone help me with the same issue, ID's seem to be the same as whats on the script but still tells me its not a Runebook.

Thanks in advance.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on February 04, 2024, 03:10:44 PM
Hi, I think ID of Runebooks or characters backpacks has changed yesterdays update.  When I go set up and trying to set my rune book in my backpack  a pop up message said me that " it is not a runebook or the rune book is not in your backpack."

How can i solve this issue ?

Can anyone help me with the same issue, ID's seem to be the same as whats on the script but still tells me its not a Runebook.

Thanks in advance.


I just tested this on an official shard and it worked fine. If it is a private shard, that is most likely the issue. What shard are you playing?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Jtunes on February 04, 2024, 04:10:35 PM
 I'm playing on Official shards atl, using v 3.2 of the script. v 3.1 worked a couple months back but started giving the Runebook issue today so tried 3.2 and still the same problem.
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Crisis on February 04, 2024, 05:20:18 PM
I am using 3.1 and tried it on Origin a couple of hours ago and it worked just fine with no changes. I downloaded that in 2020. Is your backpack open?
Title: Re: XIIxOveR's Miner For Dummies 3.0
Post by: Anvil on February 05, 2024, 10:51:48 AM
I'm playing on Official shards atl, using v 3.2 of the script. v 3.1 worked a couple months back but started giving the Runebook issue today so tried 3.2 and still the same problem.

Check to see if #LOBJECTID XXXXXXX is working correctly by using a different runebook. 

One specific (older) runebook #LOBJECTID can share the same ID number as the #LTARGETID. Often, this can mess with a routine.
If this is the case, simply move your runes to another book that has a unique #LOBJECTID that differs from the #LTARGETID.

Best way to avoid this, make your own runebooks. New IDs do not have this issue.