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[Plugin] ObjectGatherer

Well, good news everyone :)
First testing is working, it still have issues but profile movement and collecting items is working atleast (for the DarkSoil profile I was running).
But it's getting closer and closer to a actual release now :)
First release is expected to be this week (but don't hold me to that :P )
 
More updates :
  • Follow profile path - working
  • Stop following profile path and go get a object if it's found - working
  • Combat > collecting objects or moving along path - working
  • Get items from underground (caves etc) - working
  • Getting out of cave to mount up again - working
This is just from my own personal testing and it was all done in MoP running a DarkSoil profile.
Time to add some lumber and test it out in WoD to make sure there isn't any problem in zones where you can't fly (shouldn't be but I want to make sure).
 
More updates :
  • Follow profile path - working
  • Stop following profile path and go get a object if it's found - working
  • Combat > collecting objects or moving along path - working
  • Get items from underground (caves etc) - working
  • Getting out of cave to mount up again - working
This is just from my own personal testing and it was all done in MoP running a DarkSoil profile.
Time to add some lumber and test it out in WoD to make sure there isn't any problem in zones where you can't fly (shouldn't be but I want to make sure).

So this is going to work for Timber too!??!!! That would be AMAZING!
 
So this is going to work for Timber too!??!!! That would be AMAZING!
The testing I have done in WoD works fine as well.
There is some issues we still have to iron out but we're getting really close to release now :)
 
More updates :
  • Looting corpses (if it's selected in the GUI) - Works
  • Collecting herbs (if it's selected in the GUI) - Works
  • Mining ore (if it's selected in the GUI) - Works
  • Gathering Timber - Works (with issues, if you have the bot search for larger timber than you can collect it gets stuck)
 
Ok, it's almost time for a broader beta testing phase, I have 20 beta testing slots, if you're interesting in beta testing and reporting any issues you find, also reporting everything that seems to work like it should. Send me a PM with your buddyauth name and I will add you.
 
Just tested it today in my garrison with a blank profile to mine/herb and it worked just fine :)
Only problem now is when I changed the GUI it screwed up my style sheet and I can't get it to work, once I get the style sheet correct I will upload the first beta.
 
Ok, first Beta version is uploaded to the store, those that pm'ed me have been granted beta access and you can now use it.
Buddy Store
 
unable to obtain the plug in through the buddy store, as well has having some issues getting it into HB. Placed my SVN (which has successfuly updated itself) in the plugin file in the HB master file, however it doesnt show up in the client. Very very odd.
 
unable to obtain the plug in through the buddy store, as well has having some issues getting it into HB. Placed my SVN (which has successfuly updated itself) in the plugin file in the HB master file, however it doesnt show up in the client. Very very odd.
First of all the SVN is an OLD version and isn't working.
The buddy store version can only be used by those that have been granted beta access.
 
I have the botbase yesterday tried on two characters. It works very well. It has filled the Timbercap within a very short time . Also Darksoil worked just fine. In Nagrad he had a little trouble with the trees he can not reach. He tried again and again to go to the tree and not ignored him. But otherwise : Thumbs Up !

sorry english is not my native language ;)
 
I have the botbase yesterday tried on two characters. It works very well. It has filled the Timbercap within a very short time . Also Darksoil worked just fine. In Nagrad he had a little trouble with the trees he can not reach. He tried again and again to go to the tree and not ignored him. But otherwise : Thumbs Up !

sorry english is not my native language ;)
I haven't implemented blacklist timers yet, so it's not blacklisting anything, I'm thinking about how to implement it the best way.
This is far from fully afk'able that's why it's still in the beta phase :)
 
Akna, since rarekiller seems to be a dead project, cant you " reopen that project and continue with it?
 
First, AknA,

Thank you for allowing me to contribute in some small way by Beta testing. After a short trial, I believe this will be the premier botbase for gathering (of all types)!

------------------------------------------------------------------------

Questions:
Is it suppose to be able to loot caches in Garrison? When adding any of the caches (lumber mill / garden / professions) it would loot the cache, then stand there and continually try to loot it. Repeated the following for the Lumber Mill Shipment I added:
[18:27:48.159 D] Interacting with Lumber Mill Shipment (GameObject Id: 233832)
[18:27:52.757 V] We are stuck! (TPS: 14.57666, FPS: 133, Map: SMVAllianceGarrisonLevel2, loc: <1882.182, 189.8237, 78.99428>)!


Test Runs:
Location - Botbase - Farming

  • Everbloom - OG - timber/herb/ore:
    • There is this ONE spot in Everbloom that NO plugin/profile has been able to cut.
    • EverBloom Unreachable Choppable Tree.jpg
    • View attachment ObjectGatherer Everbloom Blank Grindprofile Test 1.txt
    • View attachment ObjectGatherer Everbloom Blank Grindprofile Test 2.txt
    • <GameObject Name="Timber" Entry="233634" X="7271.96" Y="-577.5191" Z="89.32467" />
    • The Object Id is already in the botbase (after trying to manually add).



  • Garrison - OG - caches/shipments:
    • As above, will loot, but will get stuck in repeating loop trying to loot.
    • Can produce full log if needed, but it is just a repeat of the lines above over and over after the initial loot.
    • Farmed Level 1 and 3 Gardens just fine
    • Would not farm Mine Level 1 or 3 (same error in both) - View attachment Garrison Mine Level 1.txt

Major Issues:
  • In two of the logs above stops, "randomly" after killing NPC. Won't loot NPC or continue farming. It will just stand there. Can't figure out why. Manually looting the NPC fixed and bot continued farming until stopped (i.e. only happened once per loading of a profile!).

  • Does not recognized that timber 250 has been collected and will continue to try to farm timber. Timber farming should be stopped once maxed (otherwise bottish). I've attached a simple PB .xml that should be easy enough to incorporate into the botbase as a pulse of some kind.

  • Does not blacklist timber once unable to reach (at least on the Everbloom listed above, see test log 2). Did blacklist item if character gets "stuck" in route, i.e. can't cross terrain, etc.

  • Must reload HB to recognize changes in enabled status for objects added to the Bot Config GUI (i.e. when I added a cache above, then unchecked enabled, I had to reload HB in order for it to be recognized. I even tried loading another profile, but had to reload HB).


Minor Issues: all minor issues I found were with HB/Bot Config UI

  • Bot Config -
    • UI, does not scale
    • Objects, Entries not sorted by number and no way to sort. Made difficult to add timber/cache/shipment ID that was not in above.

  • There is no comments pushed to HB as to what the botbase is going after (i.e. GB2 will tell you heading for Frostweed at location x, y, z)

  • Suggestion for improvement in GUI:
    • Allow option to create a new category (i.e. Arrakoa Treasures or Garrison caches - once fixed)
    • Should be able to select/deselect all, either that or have a settings for turning of/on all other types of gather (or perhaps just timber?).

------------------------------------------------------------------------

Again, I think this botbase shows so much potential! Looting mobs seems super smooth! I don't know if that's part of your code or why that is. Sorry for the formating of the post, i tried to make it readable, but I am afraid the HTML UI fk'd it up

Thanks again for including me in on this project!!! I will test some more today and post any issues I come up with.
 
I am testing now with my Mok'gol Watch post grinding profile.

I added all the objects for the area; the stolen goods (237263), totems (87264) and grenades (87024).

It does a good job picking up the stolen goods: Stolen Goods - Object - World of Warcraft
Will not interact with the totems or piles of grenades as they are labeled as NPCs:
Warsong Totem - NPC - World of Warcraft
Pile of Grenades - NPC - World of Warcraft

Is it supposed to be able to interact with NPC entries, if they are indeed just world interactable items?
 
It's based off the scan he is using. Most likely, and he can correct me if I am wrong, but if they are identified as NPC's ingame, the scanner he uses picks up only GameObjects not NPCs (There are two different scans in HB).

Figured it was something like that. Thanks for clarification!
 
First, AknA,

Thank you for allowing me to contribute in some small way by Beta testing. After a short trial, I believe this will be the premier botbase for gathering (of all types)!
First of all, thanks for the big report, this is exactly what I need, keep em coming.
------------------------------------------------------------------------

Questions:
Is it suppose to be able to loot caches in Garrison? When adding any of the caches (lumber mill / garden / professions) it would loot the cache, then stand there and continually try to loot it. Repeated the following for the Lumber Mill Shipment I added:
The way the botbase works is that it checks if a object can be right clicked, however with WoD some items can be right clicked even tho you can't actually loot them, like if you have lumber mill level 2 and you find a Large Tree, you can actually right click the tree but you get a error message saying you need Lumber Mill level 3 for that, I'm guessing it's the same thing with Caches, however the botbase doesn't use any blacklist timers in this first beta version, it's going to be implemented to adress such issues.

When I made the original Object Gatherer it was to help me (and others) to gather items in MoP but now with WoD and the recode I'm making to it, it can be used in a MUCH broader way. I most likely have to implement custom things after sugestions from users that for example, after you loot a cache you might need to blacklist it for 4 hours (or whatever), it's a later problem how I will solve that.

Test Runs:
Location - Botbase - Farming

  • Everbloom - OG - timber/herb/ore:
Yes, all timber id's should be in the default "database".
  • Everbloom - PB/OG - timber/herb/ore:
    • Worked with simple PB profile which ghearths at 250 timber
    • View attachment 160829 - simple PB profile as mentioned

  • Talador - OG - timber/herb/ore:
    • On several occassions when loading the bot, it would kill a mob then stop gather (even though there was a very close by node)
    • View attachment 160828

  • Garrison - OG - caches/shipments:
    • As above, will loot, but will get stuck in repeating loop trying to loot.
    • Can produce full log if needed, but it is just a repeat of the lines above over and over after the initial loot.
    • Farmed Level 1 and 3 Gardens just fine
    • Would not farm Mine Level 1 or 3 (same error in both) - View attachment 160835
I allso noted that it sometimes get stuck while looting, it's a issue I'm looking into.

Major Issues:
  • In two of the logs above stops, "randomly" after killing NPC. Won't loot NPC or continue farming. It will just stand there. Can't figure out why. Manually looting the NPC fixed and bot continued farming until stopped (i.e. only happened once per loading of a profile!).

  • Does not recognized that timber 250 has been collected and will continue to try to farm timber. Timber farming should be stopped once maxed (otherwise bottish). I've attached a simple PB .xml that should be easy enough to incorporate into the botbase as a pulse of some kind.

  • Does not blacklist timber once unable to reach (at least on the Everbloom listed above, see test log 2). Did blacklist item if character gets "stuck" in route, i.e. can't cross terrain, etc.

  • Must reload HB to recognize changes in enabled status for objects added to the Bot Config GUI (i.e. when I added a cache above, then unchecked enabled, I had to reload HB in order for it to be recognized. I even tried loading another profile, but had to reload HB).
As mentioned above, it allso happend to me that it never looted a mob, it just stood there, manually looting the mob solved it (it's being looked into).
Timber was the last thing I added before the beta release so I haven't set up any extra checks on how much of the item you have.
No, no blacklist timers have been added (yet).
Yeah, that's a mistake by me, it only loads the list on HB start (it will be fixed).

Minor Issues: all minor issues I found were with HB/Bot Config UI

  • Bot Config -
    • UI, does not scale
    • Objects, Entries not sorted by number and no way to sort. Made difficult to add timber/cache/shipment ID that was not in above.

  • There is no comments pushed to HB as to what the botbase is going after (i.e. GB2 will tell you heading for Frostweed at location x, y, z)

  • Suggestion for improvement in GUI:
    • Allow option to create a new category (i.e. Arrakoa Treasures or Garrison caches - once fixed)
    • Should be able to select/deselect all, either that or have a settings for turning of/on all other types of gather (or perhaps just timber?).
I actually don't want the UI to be scalable, I want it to be the size I set it to (sorry) :P
Sorting, that can be fixed, I had it in a earlier alpha phase but removed it for some reason (don't remember why).
You can create a category, instead of selecting one from the dropdown menu just type in a new category name :)
I'll look into adding a select/deselect all function (not a priority tho but it's on my list now) :)

------------------------------------------------------------------------

Again, I think this botbase shows so much potential! Looting mobs seems super smooth! I don't know if that's part of your code or why that is. Sorry for the formating of the post, i tried to make it readable, but I am afraid the HTML UI fk'd it up

Thanks again for including me in on this project!!! I will test some more today and post any issues I come up with.
And to answer your question 2 posts after this, ObjectGatherer searches for WoWGameObjects so no, it doesn't support npc's (atleast not right now, I'll add that to the list as well).
 
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