Naked Posted May 13, 2020 Posted May 13, 2020 5 minutes ago, purplewatilla said: Probably ran out of pray My dude. You replied to a post from 2018 1
Gunman Posted May 13, 2020 Posted May 13, 2020 2 minutes ago, Naked said: My dude. You replied to a post from 2018 People quoting and replying to people from years ago happens more than you think kek
Chris Posted May 13, 2020 Author Posted May 13, 2020 2 hours ago, Gunman said: You're just trying to make me do work aren't you. I know the idea is so you don't have like 10 bots constantly popping up at banks trading the same guy. 1
Chris Posted May 22, 2020 Author Posted May 22, 2020 v7.0 should be live. Script thread updated On 5/13/2020 at 12:13 PM, Chris said: Big updates for v7.0: Changes to 'anti-pattern' actions [Delayed fatigue actions, Camera movement, etc] Improvements on pathing in general [bloom spot, to bank, and to swamp] Improvements on script performance Introduction to MULING MODE (All CLI parameter based) No pesky UI to keep clicking over and over. ARCEUSS_TABLET mode is now the default when you start the script. No need to start with the tab in the inventory anymore!
simon dewberg Posted May 22, 2020 Posted May 22, 2020 I have 4 accounts doing Mort atm although on different worlds, i assume i'd need another 4 to make the muling possible, unless i'd manually change to the farmers world?
Chris Posted May 22, 2020 Author Posted May 22, 2020 1 hour ago, simon dewberg said: I have 4 accounts doing Mort atm although on different worlds, i assume i'd need another 4 to make the muling possible, unless i'd manually change to the farmers world? Correct you would need to go to the bots world and be at the bank. I will add paint indicators that I forgot to add: Showing current world If its muling or not. and whatever else I can add to make it easier
Chris Posted May 27, 2020 Author Posted May 27, 2020 UPDATE FNG-7.0 Updated the script paint panel to include (When it is muling, and the bot's current world)
blackrain Posted May 29, 2020 Posted May 29, 2020 Noticed a problem where if a random even is standing where the bot wants to stand it will just keep talking to it. https://gyazo.com/10e41607f9e9b2c31b3e31ab31c28749 1
blackrain Posted May 29, 2020 Posted May 29, 2020 Making around 300k/hr, only problem i think ive really noticed so far is the random event, really messes it up. https://prnt.sc/sq2p3n https://prnt.sc/sq2pag 1
Chris Posted May 29, 2020 Author Posted May 29, 2020 9 minutes ago, blackrain said: Making around 300k/hr, only problem i think ive really noticed so far is the random event, really messes it up. https://prnt.sc/sq2p3n https://prnt.sc/sq2pag Ill make a change
blackrain Posted May 29, 2020 Posted May 29, 2020 2 hours ago, Chris said: Ill make a change i havent clipped it out of efforts sake but also if a different bot goes ontop and casts bloom first, the bot will just sit and click the shrooms, even when the other bot may walk away. i also noticed problems with it walking back and fourth spots if another bot was there.
Chris Posted May 30, 2020 Author Posted May 30, 2020 (edited) On 5/29/2020 at 11:39 AM, blackrain said: i havent clipped it out of efforts sake but also if a different bot goes ontop and casts bloom first, the bot will just sit and click the shrooms, even when the other bot may walk away. i also noticed problems with it walking back and fourth spots if another bot was there. I don't have any code to make it switch spots just to world hop. Do you have any logs? (ex path C:\Users\Chris\OSBot\Data\Excellent Fungus\logs) Give me the latest file for that day it happened Edited May 30, 2020 by Chris
purplewatilla Posted May 31, 2020 Posted May 31, 2020 (edited) On 5/13/2020 at 4:28 PM, Naked said: My dude. You replied to a post from 2018 Good thing I helped him out, he'd be lost without me. Edited May 31, 2020 by purplewatilla
Chris Posted June 1, 2020 Author Posted June 1, 2020 On 5/29/2020 at 9:05 AM, blackrain said: ive really noticed so far is the random event, really messes it up. Forgot to mention UPDATE FNG-8.0: Changes to onscreen click when npc exists on visible tile