Hum, since the plugin update i can not seem to be able to use this plugin with "[Act 2]Goblin Farm [Plugin] by Stove" plugin, looks like your plugin is breaking Stove's plugin.
Will test to revert back to 1.0 and see if it works.
Did reverting back to 1.0 work with Goblin Farm again? Very little changed code-wise, it was all pretty minor. Let me know either way and I'll have a look at that plugin if it's causing problems and try and figure out why. What happens to Stove's plugin when trying to use it with my 1.1? Any useful errors/exception messages popping up if you have logging set to Diagnostic with the two plugins running?
Sometime the bot's not stashing at all with a full inventory, it would just stay there and try to loot the item until it leaves the game and repeats.
I'm afraid this is DB problems again - the actual decision whether or not to go and stash (whether or not to teleport to town, identify items and start stashing) is still DB code untouched by this plugin. If your character portals to town, identifies items, and THEN gets stuck, then it's something with the plugin screwing up. If it's still "out in the wilderness", then it's DB/other plugins. I expect DB is mucking up because it's not properly recognising an item in your backpack as being a 2-slot item, or an item on the floor as being a 2-slot item, so it THINKS it can pick the item up, but it can't, so it sits there trying over and over...
@Giles
Just wanted to let you know I am still getting the ItemRules Matching loop while trying to stash still, not sure why this is happening. This is with the new v1.1
What actually happens character wise, does it just get stuck at the blacksmith and not do anything (is it because of the problems people reported with .176 where the character gets stuck trying to reach the blacksmith - a lot of people reported issues with .176 and salvaging bugs)? Have you been able to watch the bot and see if it successfully stashed items first before it went to the blacksmith? Again, as above, my plugin doesn't touch the salvaging/vendoring section of DB's code, it only overwrites the part of the town-run that stashes items to keep immediately after portalling to town and identifying items. Any other plugins you are using that might cause an issue you can think of? I'll try my best to help with this but it could just be version 1.76 causing issues... I haven't been able to reproduce it myself!
Would keeping things in loot rules overwrite plugin's decision to sell?
i.e. If I choose to keep all rare jewelry by including it in the loot rules, does it bypass the plugin's grading criteria?
Also, as a side inquiry, and I'm not sure if this has been asked, but does it value things with perfect stats a lot more than others?
i.e. things with 25 GF or 20MF. Which could be useful.
And some item's sale value vs stats grow exponentially if stats are combined or near perfect, I'm assuming that your algorithm adds each value together in a linear fashion? Just guessing.
Just some questions, I've been using your loot rules (with some edits customizations) since they came out; you really seem to know what plugins the community needs, thank you .
Thanks
The "keep" section of the loot-rules will be ignored (but you do need at least 1 keep rule present so DB doesn't bug out). So it doesn't really matter what's there! Including all rare jewelry in the keep section will be no use at all

You can still influence the pickup, salvage, and sell categories though - but do be aware of DB bugs whenever you use itemtypes/baseitemtypes in loot rules - I try to avoid mentioning item types anywhere in loot rules if I can help it.
Yes it values things with perfect stats more than others - certain stats (like MF, GF and others) get a "bonus" to their score if they are close to their max-possible cap.
It does add the values together in a linear fashion at the moment (other than the multiplier bonus for being close to a max-cap), but as mentioned before I'm going to add in some stuff so that particular combos can provide bonuses/multipliers (eg attack speed & crit hit chance & crit hit damage on gloves).