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[ADVENTURE MODE] A1-A4 Key Warden Farm!

Version 2.0 is now up with these changes:

v2.0 - Bug fix for a1 townrun, this issue did not seem to be caused by the profile itself but by adding a forcetownrun to the start of a1 this problem should occur far less often if at all.
- Rewrote pathing for a2 so if it spawns at 1 of the 9 waypoint locations in Dahgluar Oasis that I have found it will use moveto tags so that it wont backtrack as much or bug out and never find warden.
- Extended detection range for wardens so it will be less likely to not load next profile upon detecting wardens.
- Wait timers and tags for key detection to insure keys get looted should be working properly.
 
It indeed is NOT fixed. Downloaded new version, it ran 1 full run, then when it restarted the game, it ran to the entrance of the gate, and remained there until inactivity timer. I do not have logs right now, and I have other things to tend to. But i'm sure others will post them soon.

Using newest trinity(.18, and newest db .372)
 
It indeed is NOT fixed. Downloaded new version, it ran 1 full run, then when it restarted the game, it ran to the entrance of the gate, and remained there until inactivity timer. I do not have logs right now, and I have other things to tend to. But i'm sure others will post them soon.

Using newest trinity(.18, and newest db .372)


Thanks for the quick response man, I have narrowed this issue down now and it appears to be an issue with salvaging. If you have any items that need to be salvaged when the townrun is called in act 1 it will run to the gate searching for the blacksmith to salvage the items. I will submit a bug report to the DB devs so this can get fixed, it is not an issue with the profile. I wish it was because then I could fix it lol
 
v2.1 - The bug with running to the gate in townruns in a1 has been narrowed down to the bot thinknig the blacksmith is near the gate when trying to salvage, townruns will still be called at the start of act1 profile but if the bot is in act1 it will port to act2 then do townrun then start act1 farm.

The issue with the blacksmith is a DB issue not one unique to this profile, I will be submitting a bug report to the DB devs when I get back from work tonight.
 
Yeah. That definitely fixed that problem, but, now it appears, at least for me, that my bot will just run around act 4(silver spire level 1) endlessly, even after killing the keywarden. I apologize again for no logs.
 
Yeah. That definitely fixed that problem, but, now it appears, at least for me, that my bot will just run around act 4(silver spire level 1) endlessly, even after killing the keywarden. I apologize again for no logs.

I've only had this issue once or twice and it was always corrected by the profile restarting once it hit inactivity timer. However I remember this also happening occasionally in Da oasis before I switched over from exploredungeon tag to moveto tags for pathing. Tonight after I get homework done I'll be working trying to find the different variations of silver spire level 1 layouts and writing unique pathing for each possible map, if possible. The exploredungeon tag seems kind of buggy so I want to avoid having to use it where ever I can.
 
No problem man. Appreciate the time you put in to this stuff, and not getting pissed off at the fact that I haven't given you any logs yet :P just been busy
 
No problem man. Appreciate the time you put in to this stuff, and not getting pissed off at the fact that I haven't given you any logs yet :P just been busy

Thanks for the appreciation man, I enjoy making profiles for the community to help others and it's always nice to get positive feedback for the work I put in.
 
Not using teleport after Keywarden ACT 1, the bot keeps playing.
This locking in some places ACT 2.
 
not working, stands at the rift opener in act 1.. doing nothing
 
Please upload logs, I haven't had these issues before. I have noticed though after killing the warden sometimes it will keep clearing for up to 30 seconds and then port to town, the whole time the bot has the usetownportal tag queued and is just trying to clear an area to avoid interruption while porting, it does port after that though. I cannot stress enough that I need logs though, if it's a problem that I cannot replicate or have never encountered I can't tell what's causing it, with a log I can read thru what happened and fix it rather quickly.
 
i am trying to get him to not do a town run. My stash is basically full and all I am picking up is legendaries so I can normally go a few hours before bag is full. When he does a town run it just gets stuck at stash saying stash full. I tried putting a // in front of the lines:

// <If condition="CurrentLevelAreaId == 270011">
// <ForceTownRun questId="1" reason="Empty dem bags" />

and all the other areas that said this as well but he still went to town after killing warden in act 2 and identified my legendary and tried to stash. I don't remember it doing this on version 1.1 I was trying to comment out those lines so he would not "Empty dem bags"
 
i am trying to get him to not do a town run. My stash is basically full and all I am picking up is legendaries so I can normally go a few hours before bag is full. When he does a town run it just gets stuck at stash saying stash full. I tried putting a // in front of the lines:

// <If condition="CurrentLevelAreaId == 270011">
// <ForceTownRun questId="1" reason="Empty dem bags" />

and all the other areas that said this as well but he still went to town after killing warden in act 2 and identified my legendary and tried to stash. I don't remember it doing this on version 1.1 I was trying to comment out those lines so he would not "Empty dem bags"


<!--lines in here are commented out-->

That's how you comment things out in XML I think. I'm on my phone at work though so I didn't actually test it.
 
Something weird going on with looting.
Kills stuff and picks up loot during the whole hunting phase, but after it killed the A2 key warden and he dropped a key and loot - it didn't pick up any of it. It just went to town and TP'd to A3.
Had plenty of inventory space as well.
Using latest DB, Trinity, and QuestTools.
 
Something weird going on with looting.
Kills stuff and picks up loot during the whole hunting phase, but after it killed the A2 key warden and he dropped a key and loot - it didn't pick up any of it. It just went to town and TP'd to A3.
Had plenty of inventory space as well.
Using latest DB, Trinity, and QuestTools.

Do you have the "Infernal Keys" box checked under the items tab in Trinity? I have wait timers in place as well as useobject tags for each key in every profile to make sure they get looted. Is it just with the a2 key? I'll look into this and see if I can replicate the issue.
 
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