isxGames Forge: Issueshttp://forge.isxgames.com/http://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282015-11-20T21:03:26ZisxGames Forge
Redmine BJScripts - Bug #1523 (New): (Distribution) undock without cargohttp://forge.isxgames.com/issues/15232015-11-20T21:03:26Zpzprimalz@gmail.com
<p>Don't.</p>
BJScripts - Bug #1513 (Resolved): 4hr Decline Timer not actually tracking declineshttp://forge.isxgames.com/issues/15132015-11-02T12:06:18Zpzprimalz@gmail.com
<p><br>
</p>
BJScripts - Bug #1511 (Implemented): Locator Agents interfering with Accept Missionhttp://forge.isxgames.com/issues/15112015-10-29T11:22:44Zpzprimalz@gmail.com
<p>Requires "View Mission" initially as 1st step;</p>
<p><img alt="https://i.warpigs.us/5778fcc.png" class="transparent" src="https://i.warpigs.us/5778fcc.png"></p>
<p>Then reverts to standard;</p>
<p><img alt="https://i.warpigs.us/416ee70.png" class="transparent" src="https://i.warpigs.us/416ee70.png"></p>
BJScripts - Feature - Enhancement #1507 (New): Extend Transfer_Cargohttp://forge.isxgames.com/issues/15072015-10-24T01:38:39Zpzprimalz@gmail.com
<p>Source & Destination to include cans and other named containers.</p>
BJScripts - Feature - New #1505 (New): Option: Loot Dropoffhttp://forge.isxgames.com/issues/15052015-10-22T13:01:12Zpzprimalz@gmail.com
<p>Mission hub I guess?</p>
<p>Keep ammo.</p>
<p>Dropoff when full?</p>
<p>Return for the rest?</p>
BJScripts - Feature - New #1500 (Implemented): Mission Enhancementshttp://forge.isxgames.com/issues/15002015-10-22T02:45:16Zpzprimalz@gmail.com
<p>Decline missions with lowsec paths, mission description includes text as:</p>
<p>"(The route generated by current autopilot settings contains low security systems!)"</p>
<p> </p>
<p>Related, we'll need tracking of declines (4hr timer etc) and proceed to next agent.<br>
</p>
BJScripts - Feature - New #1496 (New): Utilize "Instant Undock" (and Dock) bookmarks.http://forge.isxgames.com/issues/14962015-10-21T01:13:38Zpzprimalz@gmail.com
<p>Bit of an explanation at <a class="external" href="http://wiki.eveuniversity.org/Bookmarks#Instant_Warp-Out">http://wiki.eveuniversity.org/Bookmarks#Instant_Warp-Out</a></p>
BJScripts - Bug #1494 (Resolved): Trying to fire while reloading.http://forge.isxgames.com/issues/14942015-10-20T23:51:32Zpzprimalz@gmail.com
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
<p>A module has run out of charges.</p>
BJScripts - Bug #1493 (Resolved): Not approaching ratshttp://forge.isxgames.com/issues/14932015-10-20T23:30:59Zpzprimalz@gmail.com
<p>After clearing several rats, I'm now drifting in space as Astro lets me know that the rest of the rats are out of range;</p>
<p> </p>
<p>21:26:07: Skipping Locking Target_1 -- Target was not assigned.<br>
21:26:07: Skipping Locking Target_2 -- Target was not assigned.<br>
21:26:07: Skipping Locking Target_3 -- Target distance is greater than my target range [262059.057575 > 66125.000000].<br>
</p>
<p>Also note it's only mentioning Target1-3 though I have 5 targets configured.</p>
<p>There are a couple rats much closer than that (though still out of range) that it's completly ignoring.</p>
<p> </p>
BJScripts - Bug #1492 (Resolved): Target switchinghttp://forge.isxgames.com/issues/14922015-10-20T23:25:10Zpzprimalz@gmail.com
<p>Astro is changing targets after each (I think?) missile salvo, ends up swapping back and forth between targets until they die. Probably not noticeable unless you're weak like me and can't oneshot rats.</p>
<p> </p>
BJScripts - Feature - New #1491 (Implemented): Reload while no npcs on field?http://forge.isxgames.com/issues/14912015-10-20T23:18:27Zpzprimalz@gmail.com
<p>Not sure if good/bad idea, but I spend a bit of time limping around on field looting or moving to gate, would this be a good time to reload?</p>
BJScripts - Feature - Enhancement #1490 (Implemented): Module Assignment List, edit entryhttp://forge.isxgames.com/issues/14902015-10-20T23:10:05Zpzprimalz@gmail.com
<p>It would be super convenient to be able to click an entry in the Module Assignment List, have it load the data into the input area, modify info, click save, add (or overwrite) the entry you originally selected.</p>
<p>Add might actually be the better choice so you can compare new entry to old.</p>
BJScripts - Feature - Enhancement #1489 (Implemented): Defaults for mission parameters.http://forge.isxgames.com/issues/14892015-10-20T22:49:37Zpzprimalz@gmail.com
<p>Can we get some defaults for some of the more common steps, like</p>
<p>ForWho All</p>
<p>Distance 2500(?)</p>
<p>Timeout 45(?)</p>
<p>Station Name Agent_Station (can this be abbreviated further, something like.. "Agent" maybe? discuss!)</p>
<p>Gate Name Acceleration Gate</p>
<p>Bookmark Number 1</p>
<p> </p>
<p>These are examples I picked scrolling thru the available mission steps, my suggestions aren't necessarily what you'd want but stuff to consider.</p>
BJScripts - Feature - Enhancement #1488 (Implemented): Extraneous text in the create mission wind...http://forge.isxgames.com/issues/14882015-10-20T22:20:52Zpzprimalz@gmail.com
<p>It's already reached the point where I can't fully read mission steps in the bot ui, and have to load the xml in an editor.</p>
<p>Several of the labels used in the mission steps setup are just annoying. "Command", "Parameter" for example. If you really need to spell out that each step is a step, maybe you could pick shorter labels like "cmd" or "param" or "arg" or something.</p>
<p>I'd actually argue that I don't need to see that at all, but really if I could just get some real estate back so I could read the actual info it would be great.</p>
<p>Alternatively you could make the ui itself even bigger so that we can read the tiny bits of info hidden by the labels.</p>
BJScripts - Feature - Enhancement #1487 (New): extend Gate_Activatehttp://forge.isxgames.com/issues/14872015-10-20T22:13:38Zpzprimalz@gmail.com
<p>Would you consider having Gate_Activate just click whatever gate was on grid, instead of us typing a name in to click?</p>
<p> </p>
<p>Suggest making arg2 optional, and if left blank/unused just clicking nearest gate.<br>
</p>
BJScripts - Bug #1486 (Resolved): drones deploying when you undockhttp://forge.isxgames.com/issues/14862015-10-20T21:40:39Zpzprimalz@gmail.com
<p> </p>
<p> T: (Drones: Combat) | Combat | Target_1 | Dist. To <= 35000 |</p>
<p> </p>
<p>subject.</p>
OgreBot - Bug #1262 (Implemented): irc interface ignores togglehttp://forge.isxgames.com/issues/12622014-11-02T15:39:17Zpzprimalz@gmail.com
<p>doesn't fully respect the "show irc interface" checkbox on "Load" tab when changing profiles</p>
<p>opens if you load a profile with it enabled</p>
<p>does not close if you load a profile with it disabled</p>
StealthBot - Bug #1257 (New): Cargo space & ammohttp://forge.isxgames.com/issues/12572014-10-29T11:41:55Zpzprimalz@gmail.com
<p>IMO SB fills up too much with ammo(generally speaking), but this is about a specific mission:</p>
<p>"The Rogue Slave Trader (1 of 2)"</p>
<p>Destroy the slave pen and rescue the slaves.</p>
<p>50 x Prisoners (375.0 m³)</p>
<p>SB picked up 584m3 of missiles in a 665m3 hold</p>
<p>I paused, docked, dropped off some missiles, else it would not have been able to complete mission.</p>
<p>Humbly suggest something like no more than 50% of hold for ammo (granted that wouldn't have helped for this specific mission, maybe this should have been 2 bug entries soz!)</p>
StealthBot - Feature - New #1255 (Implemented): I would like support for missions which require u...http://forge.isxgames.com/issues/12552014-10-28T22:31:18Zpzprimalz@gmail.com
<p>I would like support for missions which require unloading cargo to a container</p>
OgreBot - Feature - Enhancement #1252 (New): Things OgreBot does that I wish ISXOgre did instead.http://forge.isxgames.com/issues/12522014-10-28T13:23:23Zpzprimalz@gmail.com
<p>Accepting trades.</p>
<p>Accepting group invites.</p>
<p>Accepting raid invites.</p>
<p>Accepting guild invites.</p>
<p>Accepting ports.</p>
<p>AFK.</p>
<p>Updating WindowText.</p>
<p>Accepting Station Cash.</p>
<p> </p>
OgreBot - Bug #1240 (Resolved): ogrebot disables ogreharvesthttp://forge.isxgames.com/issues/12402014-10-16T13:40:05Zpzprimalz@gmail.com
<p>makes harvesting in areas with aggro mobs pretty annoying.</p>
StealthBot - Feature - New #1239 (Implemented): repair on station dockhttp://forge.isxgames.com/issues/12392014-10-16T12:18:56Zpzprimalz@gmail.com
<p>as we now have access to this function via isxeve, it would be super duper awesome if sb would repair muh drones (and/or other damage), thx.</p>
StealthBot - Feature - New #1238 (Implemented): close mission info windowhttp://forge.isxgames.com/issues/12382014-10-16T12:17:52Zpzprimalz@gmail.com
<p>since we have this functionality available via isxeve now, can we have sb close them (its a minor nit, but i can't help feeling like it's a tell).</p>
StealthBot - Feature - New #1237 (New): undock bookmarkshttp://forge.isxgames.com/issues/12372014-10-16T12:16:28Zpzprimalz@gmail.com
<p>please join us in 2003 and provide functionality for using undock bookmarks, thanks.</p>
ISXEVE - Bug #1179 (Closed): EVEWindow[telecom]:ClickButtonClose no effecthttp://forge.isxgames.com/issues/11792014-09-22T11:30:14Zpzprimalz@gmail.com
<p>Missions give "Information" windows with just a [Close] button.</p>
<p>echo ${EVEWindow[active]} gives "telecom" (no quotes ofc).</p>
<p>Tried EVEWindow[telecom]:ClickButtonClose and EVEWindow[byName,"telecom"]:ClickButtonClose with no effect, also tried :ClickButtonCancel same.</p>
<p> </p>