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ExilebuddyBeta Forsaken Masters Guide

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Ok so I get this error when trying to run the bot... I have tried to configure the example plugin but when i do a white box just comes up nothing else when i go to example routine its just a green box under it no config nothing...
What am I doing wrong here?

[ExampleRoutine] Start
[Start] Please configure the ExampleRoutine.cs file before starting!
[Stop] Now requesting the BotThread to stop.
[BasicGrindBot] OnStop
[Stop] GridExplorer
[AutoFlask] Stop
[ExampleRoutine] Stop

.....
 
No need to be rude I saw that the first time just didn't realize it meant the actual file in notepad because on the bot under settings it has these things now... Though they obviously are not working properly atm.
 
agreed.

first bug ive found is it doesnt pick up scrolls of wisdom. not sure if im not setting up the loot filter right but its def not picking anything up

edit: changing settings in the item filter editor didnt work, changing them in the json file itself did

Edit: This is working as intended. The bot will go back and pickup currency if there's a monster on screen as per the CR is setup to make it combat chain across the map. Restart the bot with wisdom scrolls on the ground, and no monters in client range (client range is pretty far screen wise), and it should loot them or tell you why it's moving somewhere else.

-It does everything in order. Example: while I was farming catacombs with it, it first killed all the mobs (leaving all loot/chests behind). Then came back and looted all the items dropped in the instance (this is probably what guy above me was talking about). After, the bot then opened chests(weirdly enough, it immediately destroys pots/urns).

As explained in the thread, this is the exact behavior of this bot implementation. :) As long as it does exactly that, it's working as intended. It's just a short term implementation to make sure EB is indeed working; the actual logic is not efficient at all.

-Doesn't run auras

Correct, the CR does not have any aura casting logic in it yet. I'll be getting some auto-detection of a few more things added this week.

-Runs towards a chest, runs a little past it, turns around and opens it

This is by design. The problem in this game, is that you have a lot of weird cases where the client can get stuck due to its own pathfinding not doing the correct thing when you are close to a chest and an obstacle (such as a ledge). As a result, the whole idea of moving smoothly towards a chest and then opening it is not possible without getting stuck far too often. To solve this, I pick a point around the chest and start moving towards it until it's in LoS. Once it is, then I start the interact. As long as chests are getting opened correctly, then it's working as intended.

In some areas, where it's very unlikely to get stuck, such as Mud Flats, Ledge, Ship Graveyard, etc... the logic of just starting the interact as soon as you are in range of the chest works fine, but that goes back to this game needing different logic for different areas based on things that happen in the tileset. There's no generic way to handle that in the bot implementation we provide, so we have to settle for something that should work in just about all cases, which I believe the current method should.

Using more calculations, it could possibly be smoothed out some, but I'll see later on if it's worth doing or not. It's hard to explain why picking the right point is harder than it seems without a visual, but basically the problem lies in all the curvy, small tilesets.

But am I correct in assuming that the BETA is not for the botter with absolutely no programming skills -> (us that needs just to click a button and download some stuff) ;)

The EB project as a whole will always require some coding to get specific things, but what you see right now is just an early beta test of the bot rewrite. I will say though, EB will never be a project where you can just click a button, and it does everything for you; Path of Exile is not that type of game.

I can get the bot to run in eg. The ledge. But it don't know how to handle town runs.

And the pickup logic is kinda bad. It keeps fighting mobs, therefor it will run far away from loot, and then all the waay back

That is exactly what it's supposed to do. The actual bot implementation will get looping and town runs soon. I told people I'd at least get the updated API out by last night, and something somewhat usable, but it might be "too beta" for most people, and stuck to it.

- i get like 0,5 secs client freezes, i believe it happens when EB calculates the path from char to monster to attack. Will further watch for this to track even further down what could be causing this.

The bot now uses a lot more pathfinding and raycasting as a whole to avoid various issues that happen in this game, but I'll do some testing with you to try and track it down. You might need to check VM resources as well to make sure it's just not getting bogged down, as pathfinds are now down for every move command (but if it seems smoother overall, which it should, then it might be something specific that needs to be adjusted).

well, he expressed himself in a not very educated manner, true.. but he is fundamentally right. What if he paid for 20 of them?
I am more patient but the current beta release is quite behind (considering all the beta process it went trought in the last months).
At least my opinion, don't flame pls...

It's ok to be upset or unhappy with the current state of things, but I can't really can't explain things any differently than I already have: the entire project had to be rewritten for 1.2. The choice was either get something out last night which marked about a week of insane rewriting and updating for people to test the new stuff, or make people wait even longer and not have anything, including the API usable for another week. Users will be compensated for this time,

All the beta progress you guys saw that was made the past few months though the first week of August, BossFarmBot, PickitBot, improvements to ExilebuddyBot and ExilebuddyRoutine, all were based on the old API which would not work correctly for 1.2. There's no physical way to rewrite an entire bot in less than a week, especially with a brand new API, so what you see now reflects that.

No one should be content with what's currently here, but like I clearly said in the thread, the majority of stuff is not finished yet. So far, only one bug has been reported, and that's the currency looting. Everything else is working exactly as intended, so things aren't as bad a lot of people are perceiving them to be. I just confirmed, the bug reported isn't a bug, just the combat pulling of the CR.

Thanks this got mine working too didn't think to manual edit it.

What I don't understand is why is there no looping areas.. if the new bot is in this bad of shape why not release the old stable version with minor updates to allow it to run on patch 1.2+ and also the NEW BETA just for testing... I don't mind testing its fun sure but I would love something that I could actually call a functioning bot. This as of now is bare bones. I'll be honest I was expecting a little more.

Though I will say that the overall movement seems a lot smoother but the no area looping and the looting issues need to be resolved asap. Then work on a better routine and skills etc. Just my opinion. I do think you do a good job though pushedx as it seems you are the only one working on this bot and it has the potential to be great.

The answer to just about any question as to why the bot doesn't or does do something is time. That's all :).

Things will be added and changed over the next week, but it was important to at least get something out to start with.
 
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nice job? non working bot and 100s posts of useless shit since 1.2
stop writing poems in all ur forum posts and get some work done plz

guess its time to move on to other bots

Guess it's time to make your own?
 
well, he expressed himself in a not very educated manner, true.. but he is fundamentally right. What if he paid for 20 of them?
I am more patient but the current beta release is quite behind (considering all the beta process it went trought in the last months).
At least my opinion, don't flame pls...
Untitled.webp
One of my 4 accounts on buddy, i'm not even angry. When the shit gets rolling, the dough gets rolled.
 
It doesn't seem to pickup most valuable orbs like orbs of chance and such?

I'm impressed tho thanks for the updates :P
 
Edit: This is working as intended. The bot will go back and pickup currency if there's a monster on screen as per the CR is setup to make it combat chain across the map. Restart the bot with wisdom scrolls on the ground, and no monters in client range (client range is pretty far screen wise), and it should loot them or tell you why it's moving somewhere else.

Is this for every Orb or only for lesser valuable items. Because i mean all my mirrors of kalandra dont like to be so long at the ground. ;)
 
How do you get it to attack? Mine just runs and looks for chests and ignores all mobs completely.
 
well, he expressed himself in a not very educated manner, true.. but he is fundamentally right. What if he paid for 20 of them?
I am more patient but the current beta release is quite behind (considering all the beta process it went trought in the last months).
At least my opinion, don't flame pls...

A) Even if you bought 1,0000 copies of the bot, you have no reason to complain. This was announced far in the future that it would not be available. There have been plenty of updates on the issues at hand, and everyone has been compensated for the downtime with extended codes. As such, there is ZERO reason to complain, except for the fact that you are an asshole who thinks that programming is done by magic and could be done in seconds.

B)This is honestly a early release beta due to the high demand of people wanting everything out. He probably got to test it 1-3 hours or so, didn't see any major fuckups, and released it so he wouldn't get 100 posts a day asking when the beta will be ready. Testing and development for the bot is an extremely tedious task, as you have to let the bot run until it screws up, identify what caused the screw up, and then start from scratch and see if the screw up happens again. That could mean 12+ hours for a single bug to be fixed, and even then, if you only let it run for 5 hours after you fixed the bug, you can't be sure it was fixed/didn't introduce another bug.

Thanks this got mine working too didn't think to manual edit it.

What I don't understand is why is there no looping areas.. if the new bot is in this bad of shape why not release the old stable version with minor updates to allow it to run on patch 1.2+ and also the NEW BETA just for testing... I don't mind testing its fun sure but I would love something that I could actually call a functioning bot. This as of now is bare bones. I'll be honest I was expecting a little more.

Though I will say that the overall movement seems a lot smoother but the no area looping and the looting issues need to be resolved asap. Then work on a better routine and skills etc. Just my opinion. I do think you do a good job though pushedx as it seems you are the only one working on this bot and it has the potential to be great.

This is all handled here.

https://www.thebuddyforum.com/exilebuddy-forum/174957-exilebuddybeta-forsaken-masters-guide.html

You should have read everything before downloading and running the bot.
 
The EB project as a whole will always require some coding to get specific things, but what you see right now is just an early beta test of the bot rewrite. I will say though, EB will never be a project where you can just click a button, and it does everything for you; Path of Exile is not that type of game.

Well the release version of the bot prior to forsaken masters was 99% Afkable, yes you had to do the initial settings and what not, but after that it was pretty much click-a-button.

I just hope that release in the future does not require me to code/configure more than the itemfilter.
 
Well the release version of the bot prior to forsaken masters was 99% Afkable, yes you had to do the initial settings and what not, but after that it was pretty much click-a-button.

I just hope that release in the future does not require me to code/configure more than the itemfilter.

It will not. If you read the development notes, you would know that this is an EARLY RELEASE BETA and does not contain most of the core functionality. That will all return shortly.
 
It will not. If you read the development notes, you would know that this is an EARLY RELEASE BETA and does not contain most of the core functionality. That will all return shortly.
As pushedx said "within the next days/week/s" ^^
 
Beta #880 was just built. Today was spent on expanding the skill / API coverage for the ExampleRoutine. This was necessary to ensure all of the new stuff in the API related to that stuff is working correctly, and so far it seems it is just from testing during adding it in. Please remember, the routine cannot possible handle all builds or use skills in the ways users want. However, it should now have enough example logic to cover just about using any type of skill (and if I missed a skill group, please let me know and I'll get it added or say why it wasn't there).

Tomorrow, some bot looping and adjustments made to the CR to prevent the backtracking are planned . Town stuff is expected the day after, but I can't rush town stuff in, because I think that's one of the most important aspects in making sure the bot doesn't stick out if GGG is watching towns more carefully for any behaviors that are the same across different accounts.
 
ExampleRoutine.cs no longer includes the settings to edit? They are in ExampleRoutineSettings.cs but it tells me to edit ExampleeRoutines.cs when I start the bot and it shuts down.
 
check the settings from exilebuddy program. it's in there now.

Run Exile buddy -> Settings ->Example Routine
 
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