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.
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.