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ExilebuddyBeta #893/#894 Feedback and Discussion

pushedx

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Download - Please download a clean copy of Beta for each version. Do not "update", because the changes will break other versions. Before reporting issues, please make sure you are using a clean copy.

Please attach a full log if you have any problems. I've made sure as much debugging information is logged as possible to track down various issues that might happen. I need the full log though, and not partial snippets. If you do not feel comfortable posting a full log, you can PM me it instead with a link to your thread.

Beta #894
Please be sure to read the #893 section below for general stuff.

This version hopefully fixes the waypoint issues. The API has been changed to expose only areas that have waypoints unlocked. The internal workings of TakeWaypoint now use the old waypoint data object, but users do not need to deal with that anymore.

Local area transition support has been added to all the known boss areas (Brutus, Merveil, Weaver, Vaal, Piety, and Dominus). The bot should now be able to make its way though the areas into the boss rooms. However, users must implement CR specific boss fighting logic. This includes moving into range to start the boss fight, performing any other actions required to start the boss fight (Vaal, for example), and staying in combat until the boss fight is fully finished (Merveil has two stages, Weaver has disappearing phases, etc...). Without this logic, the bot will skip the boss fight, or most likely timeout leaving the area if the area transition is not usable. In the case of Dominus, the bot will simply get stuck without anything to do, because it doesn't have the logic to traverse Upper Sceptre of God backwards. The CR should also implement boss fighting logic for Hillock, as it's possible for the bot to try and leave the area before killing him, in which case, it would fail to take the area transition to town. I will not be adding any sort of boss fighting logic into ExampleRoutine anytime soon.

Various other logic fixes have been done, but there are some known issues that will always exist. Due to random area transition placement and orientation, there may be times where the bot fails to correctly take one, because it's not right in front of it. This problem cannot be easily solved, because the area transition object, is not the actual model for the door way / stairs i/ cave it's representing. The rotation and positioning of it doesn't matter, because it's adjusted based on the title itself, and there's no known way to process the static model. As a result, more comprehensive logic is needed to ensure an area transition can be taken, roughly by generating 8 points away from the area transition, and then moving to each, and trying to interact. BasicGrindBot logic does not do that, so that's why it can get stuck at times. Upper Sceptre of God and Catacombs are the two worst area transitions for the bot right now.

The logout after 2 exceptions logic has been removed from BasicGrindBot. This means the bot will attempt to restart as fast as possible after an exception is thrown that would otherwise cause it to stop. If an infinite exception cycle is hit though, the bot most likely will need to be killed though TaskManager, as there won't be a way to stop the bot though the GUI, since worker threads are being created to start it again and again. However, this should make the bot usable for some people who experienced a lot of exceptions. This weekend's goal is to work out a new way to handle objects and components to avoid the issue.

Vendoring, iding, chest config, various plugins, and other QoL stuff is on the horizon. After the object/component issue is fixed, then work can start on those. Please remember all in town stuff has a new API now, and seeing some of the issues that have popped up with the World Panel, I want to be sure things are going to work as they should before putting out new features for people to use.

Changelog
  • SkeletonShrine override added to ExampleRoutine.
  • WalkablePositionFor chooses a random walkable position within the first 5 results rather than all.
  • Added TerrainData.TgtUnderPlayer. It's an expensive call because it doesn't cache GetTgtEntries, so use sparsely.
  • Added ObjectManager.PietyArenaPortal2.
  • Added a TakeAreaTransition that takes an object, for the case of piety portals that don't have a name that match the destination.
  • Static locations added for Lunaris Temple 2/3.
  • The bot should now be able to travel though Lunaris 3 to the piety fight. As with the other bosses, it's up to the CR to implement proper boss fight logic.
  • Added LeaveCurrentBossAreaTask for a few boss areas, such as Weaver's Den and Lunaris 3.
  • Removed the bot logout logic when exceptions are thrown. This is a temp change so the bot isn't unusable if it throws a lot.
  • BasicGrindBotSettings.DeathsBeforeNewInstance added. It now defaults to 5.
  • The bot should now travel though The Ancient Pyramid, The Weaver's Chambers, and the Upper Sceptre of God. However, it needs additional CR logic and plugin logic to start/correctly fight the bosses. For example, the CR needs to get into range of the weaver, as it starts out hidden to trigger the boss fight. The Strange Device needs to be interacted with at the top of the Ancient Pyramid to trigger the boss fight. The CR must wait for Vaal and kill it before letting the other tasks run, as they will expect the area transition to be usable. The same is true of Dominus, the CR mutt get into range to trigger the fight, and keep fighting though the entire boss fight, then a plugin handles logic for going back to town or taking the portal to the next difficulty.
  • Actor.IsCorruptedMissionBeast added.
  • WorldPanel.AvailableWaypoints now returns an IEnumerable of DatWorldAreaWrapper that represent currently unlocked waypoints.
  • TakeWaypoint logic updated to hopefully take the correct waypoint based on area now.
  • WalkablePositionFor now returns a random point of the possible walkable points.
  • MoveTowards now uses a different calculation for town, to avoid getting stuck on stairs.
  • Logic fix for when an area transition is known, but in a boss area, and you are not connected to it.
  • Merveil transition fixed.
  • TravelThroughBossAreasTask now takes precedence over explore in boss areas to avoid issues of getting stuck.
  • Input's ProcessHookManager wrappers removed.
  • Added debugging calls to PHM reset functions to track down a bug.
  • TravelThroughBossAreasTask now has two executions, one for boss farming, and one for general exploration though a boss area.

Beta #893
1. Please place the "Move only" skill on your skillbar, but not in Left Mouse Button.
2. Make sure "Always Highlight" is enabled (PoE Options-> Ui or press Z)
3. Make sure "Key Pickup" is enabled (PoE Options-> Ui)
4. For a rough guide to Beta, please see the ExilebuddyBeta User's Guide. It's not fully updated yet for post 1.2, but the core stuff is still mostly the same.
5. A new guide for understanding and dealing with ExampleRoutine will be added 'soon", but the priority still is identifying core issues and fixing them so a Release can be made asap.

This version fixes several bugs, and further reduces the log spam that is causing some performance issues. Please remember, if you find any bugs, providing a full log greatly helps in the process of getting them fixed.

Various CR issues have also been addressed, including a new addition to targeting. The targeting system allows users to customize the priority of monsters based on various criteria provided by the API. the aura issue should now be fixed. Most issues I've seen reported with the CR come down to configuration, so if you are having troubles, I'll need you to post your ExampleRoutine settings and specify which skills are in which slots. Making the CR ignore less mobs will be coming soon with an implementation of a monster tracking system to the CR. I'll say once again, the CR ignores mobs by design right now.

The bot will be getting some additional features and functionality after all the core issues are worked out. Right now, the biggest thing left to do is to update the object/component system to avoid the memory issues that trigger quite frequently for some users. The new CR targeting logic might actually trigger this for more users now, but the issue is being worked out as fast as possible. This means town vendoring, item iding, strongbox configuration, and other basic stuff the previous version had are coming soon, but not the main focus right now.

A few quality of life features have made in back in from the previous beta. The bot should now do Brutus boss runs (whether or not the bot can kill him, will be up to your gear and the CR) when you select the grind area to be Upper Prison. Most issues should be fixed, but due to the nature of randomly generated areas, there might be times where the bot gets stuck and is unable to concubine. If this happens for you, please just submit a log, and take a screenshot of where it was stuck at, and I'll try to get it resolved. Merveil has not been tested yet, and is currently unsupported. That fight requires some waiting, so the bot most likely won't handle it correctly.

The Move skill will now be placed on the skillbar if it's not already assigned. The bot will stop if it's unassigned, so users don't get confused why the bot doesn't move. I'm not enforcing users to not place it on LMB, but the bot will get stuck on various objects if you do. Lastly, area transition logic has some fixes to prevent issues where the bot would get stuck due to quest states being unfulfilled. The bot does not have any quest handling, so if you try grinding in an area, or using the bot to play though the game, there's several locations it can get stuck if you don't do the quests. TravelToGrindZoneTask now uses some static location guessing to try to get to the grind zone faster.

Changelog
  • LokiPoe.ClientFunctions is now public.
  • BestDeadTarget now checks for rarity to prevent trying to raise unique corpses.
  • MoveTowards logic updated to try and address an infinite looping action from wall hugging issues near corners and doors.
  • Added TakeWaypointToTown coroutine.
  • GenerateStaticLocations now uses pathfinding to determine a walkable location. RegenerateStaticLocations needs to be called after a local area transition.
  • TravelToGrindZoneTask will now try to take a waypoint back to town if in range, to not waste a portal.
  • Added Coroutines.WaitForPositionChange.
  • TakeAreaTransition now supports local area transitions.
  • Added TravelThroughBossAreasTask to handle boss area transitions. Only Act 1 is supported currently.
  • Additional log spamming reduced.
  • Added Targeting class to Loki.Bot.
  • ExampleRoutine now uses a CombatTargeting system again.
  • Actor.IsMissionAreaSpawn added (mobs with a red shading that are exp worthless).
  • TravelToGrindZoneTask optimizations added for Act 1.
  • Various instances of log spam reduced to cut back on performance issues that result.
  • Added WaitForAreaTransition, which will prevent the bot from trying to take an area transition too soon, or for too long.
  • Added AssignMoveSkillTask so the bot will assign Move to the skillbar if there's room. If there's not room, the bot will stop.
  • Waypoint data updated again to fix an issue with certain areas.
  • Aura issue fixed in ExampleRoutine.
  • IExplorer now has an Unload function that must be implemented to unload explorer data.
  • AreaStateCache now unloads the exploration data of previous areas to prevent excess memory use.
  • AreaStateCache.WorldAreaId / WorldAreaName removed in favor of WorldArea (DatWorldAreaWrapper).
  • TravelToGrindZoneTask now closes blocking windows under all scenarios so it doesn't get stuck at stash.
  • Fixed a debugging log for the current path. The area id was not logged.

Alert Plugin

These examples are not included with the bot, because they require a hard coded path to a system file. It would make the bot unable to startup for users with different system configurations, so for now, they will just be pasted here:

AlertPlugin.cs: https://gist.github.com/anonymous/a4cf87bf2e0018468f2c
AlertPluginSettings.cs: https://gist.github.com/anonymous/889bbe73b5c9ad14bdad
SettingsGui.xaml: https://gist.github.com/anonymous/c4590318b0759b5057ae

You'll need to reference System.Speech / modify the path if it's different for your system for it to work. The bot will pause as the notification is played, but that can be solved by offloading that into a WorkerThread with a pre-formatted text string.
 
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Pushed,

I'm so far having a jolly good time with the beta. Everything is working out great and must say good work.

Could I get a basic timeline of some quality of life improvements?

1) How far off is selling?
2) I noticed you installed brutus quest through, are other bosses in the works or will it be plugin required?
3) Will quest handling eventually be brought in or will it done through plugins?
4) When will chests be openable?
5) Will master quests be in the works?

Again, thanks for your hard work.
 
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Selling is the most needed function right now to make the bot 100% working.

PS. The area transition from town to upper sceptre god problem still exist?

PPS. Found another interesting bug only appears in .893, when I set grindzone to be Lunaris 3, the bot takes the waypoint of barracks although I have lunaris 2 waypoint.
 

Attachments

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I loved the AlertPlugin. Simply genious for those that Alt-tab bot.

Any chance I can configure it a little so it doesn't tell me everytime an Armourer's Scrap drops?
Also, it might be worth mentioning that the bot completely stops until the girl stops talking, dunno if that's intended.
Thanks for the quick updates!
 
yes i cant wait for the bot to sell stuff, thats all i need before i start testing it
 
Selling is the most needed function right now to make the bot 100% working.

PS. The area transition from town to upper sceptre god problem still exist?

PPS. Found another interesting bug only appears in .893, when I set grindzone to be Lunaris 3, the bot takes the waypoint of barracks although I have lunaris 2 waypoint.

my bot won't even take a waypoint, it tries to take the waypoint 3 times then stops EB.
If I manually enter lunaris the bot runs smooth - and when it is done exploring all the way to Piety, then runs all the way back to Lunaris 2 checkpoint before running the stairs to lunaris for ressetting lunaris 3.
 
I want to say thanks for the good work, every patch is work great to me.

I saw an error when i run the bot, i set BasicGrindBot to move at Lunaris Temple 2, it move to the waypoint start a new instance join the instance after that the bot trying to select the waypoint and doing that for 3 times and then start farming...when the bot clean the instance and have waypoint near its trying to reset the instance but when select the waypoint it s trying again 3 times and then running away to find another exit point for reset the instance.

[TagWaypointTask] The waypoint's location has been found from AreaStateCache.
[FinishCurrentAction] Waiting for the action to finish Move.
[FinishCurrentAction] Waiting for the action to finish Move.
[FinishCurrentAction] Waiting for the action to finish Move.
[InteractWith] Now attempting to highlight 14561. holdCtrl = False.
[InteractWith] Now attempting to interact with 14561.
[WaitForWorldPanel] We have been waiting 00:00:00.0000076 for the world panel to open.
[CloseBlockingWindows] LokiPoe.Gui.IsLeftPanelShown || LokiPoe.Gui.IsRightPanelShown. Closing them.
[TagWaypointTask] The waypoint to move to is 14561 at {1230, 977}.
[InteractWith] Now attempting to highlight 14561. holdCtrl = False.
[InteractWith] Now attempting to interact with 14561.
[WaitForWorldPanel] We have been waiting 00:00:00.0000087 for the world panel to open.
[CloseBlockingWindows] LokiPoe.Gui.IsLeftPanelShown || LokiPoe.Gui.IsRightPanelShown. Closing them.
[TagWaypointTask] The waypoint to move to is 14561 at {1230, 977}.
[InteractWith] Now attempting to highlight 14561. holdCtrl = False.
[InteractWith] Now attempting to interact with 14561.
[WaitForWorldPanel] We have been waiting 00:00:00.0000076 for the world panel to open.
[CloseBlockingWindows] LokiPoe.Gui.IsLeftPanelShown || LokiPoe.Gui.IsRightPanelShown. Closing them.
[TagWaypointTask] The waypoint to move to is 14561 at {1230, 977}.
[TagWaypointTask] We have failed 3 times to interact with the waypoint. This task will now be skipped.
 
I do not know what are all these issues people are having. I practically downloaded, modified like 2 settings in the GUI and had it running already.

(Fireball (Witch starter reward) + Zombie (reward for killing the boss in Strand) + Raging Skull (reward for mud flats) running Brutus with crappy gear in Beyond for 10+ hours. I just had to set the pickit so that it wont fill up of useless rares and i have a chicken ahk script running together with EB to kick me on low hp, once kicked, EB will relog again and start from town, take WP to lower prison and start looking for upper prison and then killing Brutus . . . That all without any interaction from me.

The only thing i got report is the "stop n go, stop n go" movement.

Sure, filtering stashing and selling can not come soon enough, but hopefully very soon, we will have it.

edit,

forgot Animate Weapon is working okish, has some issues . . .
 
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I do not know what are all these issues people are having. I practically downloaded, modified like 2 settings in the GUI and had it running already.

(Fireball (Witch starter reward) + Zombie (reward for killing the boss in Strand) + Raging Skull (reward for mud flats) running Brutus with crappy gear in Beyond for 10+ hours. I just had to set the pickit so that it wont fill up of useless rares and i have a chicken ahk script running together with EB to kick me on low hp, once kicked, EB will relog again and start from town, take WP to lower prison and start looking for upper prison and then killing Brutus . . . That all without any interaction from me.

The only thing i got report is the "stop n go, stop n go" movement.

Sure, filtering stashing and selling can not come soon enough, but hopefully very soon, we will have it.

edit,

forgot Animate Weapon is working okish, has some issues . . .

How are you running brutus ?
 
How are you running brutus ?

Read the first post?

A few quality of life features have made in back in from the previous beta. The bot should now do Brutus boss runs (whether or not the bot can kill him, will be up to your gear and the CR) when you select the grind area to be Upper Prison.
 
Big Tents. Their 'hit box' is slightly bigger than the bot thinks... so this happens often, trying to shoot through the tent to a spawn on the other side.
View attachment 141087

Seems to be all tents, regardless of size, in the wetlands do this.

WIMM
 
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Pushed,

I'm so far having a jolly good time with the beta. Everything is working out great and must say good work.

Could I get a basic timeline of some quality of life improvements?

1) How far off is selling?
2) I noticed you installed brutus quest through, are other bosses in the works or will it be plugin required?
3) Will quest handling eventually be brought in or will it done through plugins?
4) When will chests be openable?
5) Will master quests be in the works?

Again, thanks for your hard work.

1. The goal is 'soon", but there's no estimate. It just depends how fast the last issues can be worked out.
2. The API concept being tested for that was the local area transition support needed to make it though boss areas. The goal is to have the bot at least able to traverse the boss areas properly, if all quest states are unlocked.
3. Plugins. The API supports working with quests, and our basic grind bot will not have that functionality.
4. Strongboxes? A configuration will be added back, but it's low priority right now.
5. No, these will have to be handled though plugins by the community as well.

Basically, the focus is getting everything in the API working as it should, and the basic grind bot setup in a way where people have something basic that works. That's the current scope of what has to be done right now.

Quality of Life things are just low priority for the time being.

Selling is the most needed function right now to make the bot 100% working.

PS. The area transition from town to upper sceptre god problem still exist?

PPS. Found another interesting bug only appears in .893, when I set grindzone to be Lunaris 3, the bot takes the waypoint of barracks although I have lunaris 2 waypoint.

I'll check waypoint data again, since the previous fixes didn't seem to work. I'm pretty sure it's just a gui related issue, since before, we weren't using the gui data, and now we are.

I've not checked the quest object for Sceptre of God yet.

I loved the AlertPlugin. Simply genious for those that Alt-tab bot.

Any chance I can configure it a little so it doesn't tell me everytime an Armourer's Scrap drops?
Also, it might be worth mentioning that the bot completely stops until the girl stops talking, dunno if that's intended.
Thanks for the quick updates!

You just have to change the code. :) Right now it does:
Code:
if (item.Rarity == Rarity.Currency && item.Name != "Portal Scroll" &&
                        item.Name != "Scroll of Wisdom")

You'd add additional names in the same matter. The delay is known, and mentioned in the thread. To fix that, you'd just create a worker thread that called the Say function instead.

my bot won't even take a waypoint, it tries to take the waypoint 3 times then stops EB.
If I manually enter lunaris the bot runs smooth - and when it is done exploring all the way to Piety, then runs all the way back to Lunaris 2 checkpoint before running the stairs to lunaris for ressetting lunaris 3.

I'll check the waypoint issue today. The bot running though the instance to restart the area is working as intended. The logic is setup for most areas where you have a way to easily get out and reset the instance. Lunaris 3 is an exception area, so more specific logic is needed (via support for boss areas). It will be looked into in the near future, but for now, only the waypoint issue is a bug.

I want to say thanks for the good work, every patch is work great to me.

I saw an error when i run the bot, i set BasicGrindBot to move at Lunaris Temple 2, it move to the waypoint start a new instance join the instance after that the bot trying to select the waypoint and doing that for 3 times and then start farming...when the bot clean the instance and have waypoint near its trying to reset the instance but when select the waypoint it s trying again 3 times and then running away to find another exit point for reset the instance.

Sounds like waypoint data is still wrong. I'll check this again today.

Big Tents. Their 'hit box' is slightly bigger than the bot thinks... so this happens often, trying to shoot through the tent to a spawn on the other side.

Tents are not handled at all currently. The fix for that is to reload the pathfinding data and remesh the area, but that can cause some issues with the bot stopping and doing nothing. Instead, I think we'll just have to try and add in some area specific obstacles to try and get the bot to avoid them, but then there'll be an issue with raycasting not using the same data. Fixing this issue will be along the same lines of fixing the new pathfinding issues in City of Sarn; for now those areas will just have known issues until something can be done to try and avoid the issue.
 
I'll check waypoint data again, since the previous fixes didn't seem to work. I'm pretty sure it's just a gui related issue, since before, we weren't using the gui data, and now we are.

I've not checked the quest object for Sceptre of God yet.
Hi, i didnt mean the quest object for sceptre of god, it work well in .893. I mean the bot cant use waypoint or portal to the upper god. Seems they are all the same issue
 
I know what the waypoint issue is now; the API has to be changed to account for how the GUI is setup for certain areas.
 
Pushedx I still have problem with melee range of skill like Infernal blow with facebreaker cannot reach long range target
 
It's been prioritizing urns in Catacombs over monsters. I had 3 or 4 skeletons right next to me and it was sitting there kicking urns before it attacked them. It didn't do it with chests though...just the urns.
 
Nice to see that we can kinda "farm" brutus now, too bad we still don't have Sell feature to work on pair with it.

Pushedx, the fix that you posted for the Dual Totem Routine Resurrect bug fixed it on the #892. Using the same CR with the #893 the bot is stopping a lot and log mentions "Waiting for the current action to finish" did the last build change anything that doesn't require the extra code?
 
Pushedx I still have problem with melee range of skill like Infernal blow with facebreaker cannot reach long range target

Please post your ExampleRoutine settings and tell me the skills in each slots. :) I don't think I've seen them yet, but if you have posted it, just link me it.

It's been prioritizing urns in Catacombs over monsters. I had 3 or 4 skeletons right next to me and it was sitting there kicking urns before it attacked them. It didn't do it with chests though...just the urns.

HandleBlockingChestsTask was added to solve the issue of certain chest clusters getting in the way of the bot, and it being stuck behind them. In areas like Catacombs, which are filled with those exact same chest clusters, the the task is going to trigger frequently. Making it execute less, won't really help because it'll still execute often just due to the number of chests there. The only other option currently is to disable it completely. You can do this in a plugin, or even the CR in the Start function by calling:
Code:
TaskManager.Remove("HandleBlockingChestsTask")

Executing it after combat is not an option, because the bot has gotten stuck in the past behind chests when trying to move towards a target. The current task is setup to be a generic catch all case. A slightly better way to implement it, would be to require all movement calls though a common interface, like PlayerMover, and implement the logic there so it can do a little better checking to see if any chests lie along the path it's trying to move though. Changing all the current code to that model isn't doable at this time, and it doesn't really solve the issue when you get paths that are close to the walls, which you pretty much always will with shortest path calcs in smaller areas, on random terrain. So, you have to choose between ignoring them out right, and have better stuck detection kick in time to time, or try to avoid the case in the first place by breaking things by your feet. Due to the unpredictable nature of this game's pathfinding, and a lot of issues I've seen over time with the client, for BasicGrindBot, the default behavior is to break things at the feet.

Nice to see that we can kinda "farm" brutus now, too bad we still don't have Sell feature to work on pair with it.

Pushedx, the fix that you posted for the Dual Totem Routine Resurrect bug fixed it on the #892. Using the same CR with the #893 the bot is stopping a lot and log mentions "Waiting for the current action to finish" did the last build change anything that doesn't require the extra code?

Nope. The model that you have to choose for casting skills and making sure they cast how you need them to is either:
1. Try and detect the client casting them (which is entirely dependent on the current client performance and how fast the bot is able to keep reading memory)
2. Add hard delays, so things are slower, but the chances of them not working is greatly lowered.

The casting method in that CR is not recommended, because it relies on a client behavior that is not consistent when working out of process. Ideally, you need some timeouts added to avoid the infinite loop, as otherwise, if you get stunned when casting the action, the CR will keep waiting for an action that will never come. That's most likely what you're seeing, but the purpose of that CR was to show the 'sandwich" effect of casting totems, and bringing about the awareness that you can't cast them without waiting some time before.
 
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Okay, I will switch back to the example routine with the edit. Another question, is there any way to see the effective range on my Shockwave Totem? The range of the AoE it does? Tooltip says 100 range but that value isn't the radius of the Shockwaves, I'm trying to set a good value for minimum distance, if there's none I'll just try-error until I get a good value.
 
It is trying to go to chests through unwalkable places, and apparently it keeps reseting the timer to go for it so it doesn't think it is stuck

Code:
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:12.8166278 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:13.2327024 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:13.7323676 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 154.2542 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:14.2315419 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:14.6493015 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:15.0785260 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:15.4717983 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:15.9534995 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:16.4472505 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:16.9393767 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:17.3589876 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:17.8403286 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:18.3364539 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:18.8170966 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 154.2542 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:19.3154934 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:19.7990902 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 153.2552 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:20.2131277 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:20.6247836 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:21.1204245 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:21.5329042 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:22.0203416 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:22.5102094 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 148.2619 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:22.9832409 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:23.3971668 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 149.2602 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:23.7818711 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:24.2587494 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 153.2552 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:24.7411077 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:25.1558289 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:25.5585640 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:25.9568699 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 151.2575 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:26.3769768 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2325 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:26.7448783 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:27.2154480 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 152.2563 away (can't see).
[OpenChestTask] The current chest to open is [1419] Boulder at {703, 1427}. We have been on this task for 00:01:27.7170978 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 1419 because it is 150.2588 away (can't see).
 
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