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Here is a log... towards the end, the bot finished a rift without completing a town run. It took it a few hours to start happening so I would skip a lot of the beginning unless you need it. I started DB, let it run and checked once in a while. When I notice it full of rare items in inventory before killing a RG that's when I know it will screw up and not pickup legendaries after killing the RG. It will initiate a town run because of lack of inventory, but once in town it will immediately close the rift and start a new one without completing the town run, upgrading gems or picking up legendaries (because the rift is closed).

I hope you figure this out because it pains me to think my bot left legendaries behind or has not upgraded gems, or even picked up blood shards (I've seen it do all of these at some point).

Let me know if you figured anything out from my logs.
 

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Here is a log... towards the end, the bot finished a rift without completing a town run. It took it a few hours to start happening so I would skip a lot of the beginning unless you need it. I started DB, let it run and checked once in a while. When I notice it full of rare items in inventory before killing a RG that's when I know it will screw up and not pickup legendaries after killing the RG. It will initiate a town run because of lack of inventory, but once in town it will immediately close the rift and start a new one without completing the town run, upgrading gems or picking up legendaries (because the rift is closed).

I hope you figure this out because it pains me to think my bot left legendaries behind or has not upgraded gems, or even picked up blood shards (I've seen it do all of these at some point).

Let me know if you figured anything out from my logs.

I know it's asking a lot, but could you please post the screenshots of every sub tab of your trinity Items tab, please. Thanks.
 
Seems not working for me, altough it only did one run so far and it's doing the second at the moment, first run it went back to town with a few items, didnt even start the town run (did not identify/repair) and went back in to a new GR
Will continue to monitor and post logs if needed

Adding screens of the trinity pickup and townrun and logs
Quite sure i'm using latest trinity and 100% sure i'm using latest Adventurer and DB beta
 

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  • 8916 2015-09-28 20.43.txt
    8916 2015-09-28 20.43.txt
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Could you please try putting this file under plugins\Adventurer\Coroutines\RiftCoroutines and try:

Thanks
 

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Could you please try putting this file under plugins\Adventurer\Coroutines\RiftCoroutines and try:

Thanks

Got a second too late with my previous response, done, starting the bot now, will lower GR level to get results faster and update

//Edit:
1st GR completed, town run successful (talked to orek, bought, identified and salvaged)
2nd GR completed, town run successful (talked to orek, bought, identified and salvaged)

Will leave it running overnight and check toorrow for more updates, but seems to me that the coroutine file fixxed it :D
 
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Here is the new log after replacing the coroutine like you asked. I stopped the bot just before it closed the rift containing all the legendary items.
 

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Could you please try putting this file under plugins\Adventurer\Coroutines\RiftCoroutines and try:

Thanks

Can i also try this to solve my town run issues?

It doesnt recompile atm

2015-09-29 01:56:40,167 [1] DEBUG AssemblyLoader`1 (null) - Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing plugins
2015-09-29 01:56:40,478 [1] INFO AssemblyLoader`1 (null) - Compiler Error: RiftCoroutines\RiftCoroutine.cs(11,23) : error CS0234: The type or namespace name 'Stats' does not exist in the namespace 'Adventurer.Game' (are you missing an assembly reference?)
2015-09-29 01:56:40,479 [1] INFO AssemblyLoader`1 (null) - Compiler Error: RiftCoroutines\RiftCoroutine.cs(52,17) : error CS0246: The type or namespace name 'ExperienceTracker' could not be found (are you missing a using directive or an assembly reference?)
2015-09-29 01:56:40,479 [1] INFO AssemblyLoader`1 (null) - Compiler Error: Plugins\Adventurer\Game\Exploration\GridPoint.cs(5,19) : warning CS0660: 'Adventurer.Game.Exploration.GridPoint' defines operator == or operator != but does not override Object.Equals(object o)
 
Got a second too late with my previous response, done, starting the bot now, will lower GR level to get results faster and update

//Edit:
1st GR completed, town run successful (talked to orek, bought, identified and salvaged)
2nd GR completed, town run successful (talked to orek, bought, identified and salvaged)

Will leave it running overnight and check toorrow for more updates, but seems to me that the coroutine file fixxed it :D


I think you need to delete the compiled assemblies before testing

It did not compile on my end
 
Tarasbulba,

Changing this file does change town runs for me during greater rifts. But it does expose another potential issue. Currently. with the new coroutine, the bot returns to town after the rift, talks to Orek, ID's legendaries, puts stuff in the stash, salvages stuff, and then finally talks to Kadala. Once done talking to Kadala, the bot starts another GRift. For lower Grists, this is not a problem. But once you are doing high Grifts, and collecting a lot of shards, you may be starting the new Grift with your inventory full of Kadala stuff.... It seems that you need to either check Kadala after talking to Orek, or start another town run routine after talking to kadala.....

Hope this helps....


Could you please try putting this file under plugins\Adventurer\Coroutines\RiftCoroutines and try:

Thanks
 
Crap, I might have spoken too soon. The very next run the bot functions properly during the town run. AFter Kadala, the bot went back to the stash, and then to salvage. I will have to check my settings to see what I currently have the save slots settings at. But for now, this looks like it fixed things! Thanks for your efforts!
 
The information posted by me above was when I had the bot running level 47 Grifts. As soon as I changed to level 50 Grifts, the bot started functioning perfectly doing town runs. Talk to Orek, gamble with Kadala, ID legendaries, sort the stash, salvage extras, and finally start a new Grift. Can't say why it changed. But it is running really good now.....
 
I think you need to delete the compiled assemblies before testing

It did not compile on my end

Actually no idea, all i did was stop the bot and close it, replace the file as TarasBulba pointed and started it again, now the bot is working as ussual, completing town runs successfully and so far i have detected no further issues
 
is there any option in Armory for buying items before the townrun is happening?

actual order is following: killed RG, looting, upgrade gem, use portal, identifying loot, townrun salvaging/trashing, buying kadala, open new rift with full iventory from kadala

townrun setting is 2 on both bars, increasing them would fix it ...
 
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is there any option in Armory for buying items before the townrun is happening?

actual order is following: killed RG, looting, upgrade gem, use portal, identifying loot, townrun salvaging/trashing, buying kadala, open new rift with full iventory from kadala

townrun setting is 2 on both bars, increasing them would fix it ...

using gambling in trinity works like a charm
 
I have the exact same issue,

Last trinity, last Adventurer, the town run just doesnt works

[Trinity 2.13.47] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
[Trinity 2.13.47] TownRun complete
(no actual townrun occurs)
[Adventurer][Rift] Time to kill some scary monsters. Chop chop!

And then just rushing the next grift without townruning at all.

It's super annoying cause i have to babysitt the bot every single time now...
 
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