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[ADVENTURE MODE] A1-A4 Key Warden Farm!

testing this now

I am getting some errors not sure what they are

Act 1 area i get the errors:
[Trinity][Performance] Execution of the block NavigateTo took 293.97ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 294.63ms.
[Trinity][Performance] Execution of the block HandleTarget took 296.78ms.
[Trinity][Performance] Execution of the block NavigateTo took 308.49ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 309.11ms.
[Trinity][Performance] Execution of the block HandleTarget took 323.04ms.
 
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Been running this for 40 mins

Its working like a charm the only thing that i have seen it do is walk buy the act 3 boss the forgot his name but its the key of war (time to time it skips)

Edit 1 hour and 30 mins
347000 gold/h
202500000 exp/h
Legendary/h 3.47 :D

This profile works for everything it works really really well.

Thanks :D
 
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I tried to use this profile and Act1 works just fine. In Act2 the bot went circle on a same path twice then explored more areas and when I found and killed keywarden in act2 I dropped the key bot looted all the items except for the key of evil. :( I followed all the instructions and setting required. Any ideas how to make the bot loot the keys? and not just ignore them.
 
Getting this error in D3 when it tries to create a new game. Manually clicking the start game button works fine.

"There was a problem creating the game. (Code 316611)."

Probably related to the fact that while I have access to Adventure mode this toon hasn't actually completed all 5 acts?

Completed all 5 acts on the toon I referenced in my previous post and everything's working ok now.
 
haven't ran for too long, but mine does pick up keys when they drop. My biggest issue is that it either gets stuck or explores the map over and over to find kw. In FOM he gets to the west side of carrion farm and then paces back and forth. In Dahlgur Oasis he has ran around the map 2 or 3 times and still did not find KW. Is there a way to put something in the XML file to limit how long he will be on a map, say 8 or 10 minutes and then go to next act? That would be great. Script has lots of potential. I was getting 250 to 300 mil xp/hr on T1 until it got lost and by the time i got back to it he was down to about 100 mil/hr. Also doing about 350k per hour gold when it is running right on T1. Thanks for a cool script.

Also is there a way to make it do the events as it runs across them?
 
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^ Good for you. Your bot picks up the keys. Maybe I'll try to reinstall my DB with latest installer.
 
Did A1 fine, did A2 oasis, killed keywarden, then kept wandering around the same places it had already been until gold timed out
 
ran all night, got 3 act1 keys and 3 act3 keys. Hmmmm. Not sure what happened with 2 and 4. Have not seen a successful act 4 run yet. Will check tonight.
 
Act 1 works fine, then bot TP to Act 2 Oasis Dhalgur, and dont move, all time stay in the TP
 
ran all night, got 3 act1 keys and 3 act3 keys. Hmmmm. Not sure what happened with 2 and 4. Have not seen a successful act 4 run yet. Will check tonight.

I was babysitting act 4 this morning. Warden was found but wasnt killed, then ran away to log off.
 
Let it run for 3 hours, woke up to 4+ of each key. Nice.
 
Please upload logs if you find bugs, also the Act 1 townrun bug is a DB problem not an issue with the profile. Townruns work fine in every other act just not act 1 for some reason.
 
Please upload logs if you find bugs, also the Act 1 townrun bug is a DB problem not an issue with the profile. Townruns work fine in every other act just not act 1 for some reason.

And.. how can i fix the Act 1 townrun bug?
 
And.. how can i fix the Act 1 townrun bug?

I will be adding a forcetownrun at the start of the act 1 profile in my next release so that the bot will have an empty inventory before actually starting the run, that way it should never need to tow run during the act 1 profile unless you have it set to loot everything. Other than that there's not a whole lot I can really do.
 
I will also be updating pathing in act 2 to use moveto tags and not exploredungeon tag as that seems to cause a lot of backtracking in big areas in it current state.
 
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