isxGames Forge: Issueshttp://forge.isxgames.com/http://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282020-05-21T23:07:26ZisxGames Forge
Redmine BJScripts - Feature - Enhancement #2148 (New): Improve short-cycle behaviorhttp://forge.isxgames.com/issues/21482020-05-21T23:07:26Zgfeitosagilbertosaj@gmail.com
<p style='color: rgb(85, 85, 85);font-family: "Lucida Grande", Verdana, Arial, Helvetica, sans-serif;background-color: rgb(245, 252, 252);'><strong>Description</strong></p>
<div class="wiki" style='color: rgb(85, 85, 85);font-family: "Lucida Grande", Verdana, Arial, Helvetica, sans-serif;background-color: rgb(245, 252, 252);'>
<p>Currently, the only function supported is a short-cycle module duration in 1/2. </p>
<p> </p>
<p>The proposed model works like this:</p>
<p>Assumptions:</p>
<p>1 - Currently implemented timers work accurately</p>
<p>2 - We can activate Both Mining Lasers as a group (Both on the same asteroid, when short-cycling distributing lasers is an unnecessary complication )</p>
<p>3 - We can get either free space on Ore Hold/Cargo Hold or (Max Cargo/Ore Hold Capacity - Used Ore/Cargohold capacity)</p>
<p> </p>
<p>Theory:</p>
<p>1 - Calculate the time for an asteroid to die in seconds or 10th to seconds</p>
<p>2 - Calculate the time until ore hold full</p>
<p>3 - Adopt the shorter timer as a Mining Laser shutdown timer</p>
<p>If the time until asteroid die > time until ore/cargo hold full</p>
<p>Time to run = Time until ore/cargo hold full</p>
<p>Else</p>
<p>Time to run = Time until asteroid die</p>
<p> </p>
<p>Advantages:</p>
<p>1 - Only one-timer will be running at any given time, ensuring it's activated properly</p>
<p>2 - Easier target management coding because only one asteroid will be targeted at a given time and lasers activates as a group.</p>
<p>3 - Easier target management when in fleet. (because each bot will only claim one rock on grit)</p>
<p>4 - Can be built as a module activated via a UI checkbox.</p>
<p>5 - Will reduce the time needed for the miners to break even, therefore, reducing detection and BAN risk.</p>
<p><span style='color: rgb(85, 85, 85);font-family: "Lucida Grande", Verdana, Arial, Helvetica, sans-serif;background-color: rgb(255, 255, 255);'>6 - Also It seems that the timer as it deactivates both mining lasers at the same time. Activating lasers as a group will only see the need for one active timer at any time. This will make implementation take a lot less work</span></p>
</div>
AstroBot - Feature - Enhancement #2140 (New): Please add flee conditions for invasion NPC.http://forge.isxgames.com/issues/21402020-05-06T00:09:30Zgfeitosagilbertosaj@gmail.com
<p>The Trigavian invasion NPC's in High-Sec are very hard to kill even for a fully tanked skiff.</p>
<p>They were desined to quickly kill bots before it's able to kill them (even with tech 2 drones)</p>
<p>Please add a toggle flee condition for those NPC's with a 2-minute wait (or user set wait time) before the miner return to the belt.</p>
<p>NPC Id's are:</p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>e</span><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>cho ${Entity[Name =- Damavik].Name} Starving Raznaborg Damavik</span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].GroupID} 4028</span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].TypeID} 52464 </span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].CategoryID} 11 </span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].Group} Invading Precursor Entities </span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].Type} Starving Raznaborg Damavik </span></p>
<p><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>echo ${Entity[Name =- Damavik].Category} Entity</span></p>
<p style=""><span style='font-size: 16px;font-family: Whitney, "Helvetica Neue", Helvetica, Arial, sans-serif;white-space: break-spaces;'>This will allow the bot to flee and return without dying (the NPC's do not use warp scram) while allowing the option to kill the NPC's should the user wishes to do so. </span></p>
AstroBot - Bug #2119 (New): Primary Activation Conditionhttp://forge.isxgames.com/issues/21192019-10-06T00:23:55Zsariddsaridd@icloud.com
<p>The Primary Activation Condition field does not show any results so I am unable to create the rules for the assigned modules.</p>
<p> </p>
<p><img src="https://media.discordapp.net/attachments/358198008791302148/604517200832888833/unknown.png"></p>
AstroBot - Feature - Enhancement #2100 (New): Approach target outside of locking rangehttp://forge.isxgames.com/issues/21002018-08-31T12:31:39ZDrowzzydragondrowzzzzydragon@gmail.com
<p>Approach/Align to target asteroid if it is outside of locking range </p>
AstroBot - Feature - Enhancement #2099 (New): Improved combat drone controlhttp://forge.isxgames.com/issues/20992018-08-31T12:29:01ZDrowzzydragondrowzzzzydragon@gmail.com
<p>Check for more enemies before recalling drones. current method of recalling drones finding enemies and releaunching drones doesnt seem as efficient and also looks strange and suspicious</p>
AstroBot - Feature - Enhancement #2098 (New): Pulse MWD or AB http://forge.isxgames.com/issues/20982018-08-31T12:25:59ZDrowzzydragondrowzzzzydragon@gmail.com
<p>Pulse MWD or AB to speed up align time and warp off.</p>
AstroBot - Feature - Enhancement #2097 (New): Combat drone type selectionhttp://forge.isxgames.com/issues/20972018-08-31T12:24:04ZDrowzzydragondrowzzzzydragon@gmail.com
<p>Being able to select light medium or heavy drones or even lauching "favorites" </p>
AstroBot - Feature - New #2094 (New): Inventory and Combat only modehttp://forge.isxgames.com/issues/20942018-08-26T04:52:58ZDrowzzydragondrowzzzzydragon@gmail.com
<p>A mode for manual navigation and asteroid targeting</p>
AstroBot - Feature - New #2050 (New): Ship Maintenancehttp://forge.isxgames.com/issues/20502018-01-14T18:31:48Zbjcaseybjcasey@bjscripts.com
<p>New Page - Ship Maintenance</p>
<p>Each time you dock, it will perform the following checks:</p>
<ul>
<li>Does my active ship have insurance?</li>
<li>Do I need to repair anything?</li>
</ul>
<p>Ship Insurance can have options for which level of insurance to purchase, as well as, it will display a warning and audible if you have no insurance.</p>
<p> </p>
AstroBot - Feature - New #2044 (New): Global aliaseshttp://forge.isxgames.com/issues/20442018-01-05T16:54:24ZFunky
<p>Allow for "Global" aliases that are shared over all sessions.</p>
<p>Example of usefulness:<br>
Moving to a new system - Change a home station without having to open the menu on every account.</p>
AstroBot - Feature - Enhancement #2006 (New): Multiple Mining Targetshttp://forge.isxgames.com/issues/20062017-09-28T20:20:20Zextremestcade_cmda@yahoo.com
<p>It would be more efficient for the miners with multiple mining lasers could utilize multiple asteroid targets. Basically one per mining laser.</p>
AstroBot - Feature - New #2001 (New): Dreadnaught Detectinghttp://forge.isxgames.com/issues/20012017-09-25T00:45:59Zdbhoward20dhowardjr0013@gmail.com
<p>I think it would be awesome if you could add the ability for the bot to detect when a dread warps into system. This would help with all the miners getting blown up in one shot.</p>
<p>The dreads spawn in null regular asteroid belts and anom belts, it seems that if you warp off for 10-15 minutes then come back the dread is gone but after some testing it seems like it will just warp around all the belts in system so it can can mining done in between it's warps. If the dread lands in the belt the bot should dock up for 15 minutes then blacklist that belt and move to the next belt and or anom in system.</p>
AstroBot - Feature - Enhancement #1977 (New): Have miners stay in range of Orcahttp://forge.isxgames.com/issues/19772017-08-19T16:44:41Zgnoshbezacha@gmail.com
<p>Current issue: When miners approach a mining target (for more efficient drone mining) they sometimes wander out of range of the orca boosts. The added drone efficiency does not make up for the loss in mining laser yield.</p>
<p>Suggestion: Incorporate a check to make sure the miner does not stray more than a user-defined distance from the mining foreman (assuming the foreman is the orca)</p>
AstroBot - Feature - Enhancement #1975 (New): NPC combathttp://forge.isxgames.com/issues/19752017-08-19T13:28:28Zextremestcade_cmda@yahoo.com
<p>Instead of targetting and attacking NPC rats when they target you, it would be best to target rats when they come on grid and launch drones once targetted. That will mitigate the deploy/recall cycle that the bot gets in which looks very much like a bot. Also, by not deploying drones until after the rat is targetted, you mitigate having to recall them on possible flee conditions.</p>
AstroBot - Feature - Enhancement #1974 (New): Profile Chaininghttp://forge.isxgames.com/issues/19742017-08-19T12:18:42Zextremestcade_cmda@yahoo.com
<p>On the navigation page it would be handy to have an "On route completion" option to load another profile.</p>
AstroBot - Feature - New #1972 (New): Randomize navigation routehttp://forge.isxgames.com/issues/19722017-08-19T01:18:48Zgnoshbezacha@gmail.com
<p>Randomizing the order the fleet moves through the belts might make astrobot less identifiable as a bot. </p>
AstroBot - Bug #1970 (New): Approaching From Multiple Functionshttp://forge.isxgames.com/issues/19702017-08-06T14:09:18Zbjcaseybjcasey@bjscripts.com
<p>If AstroBot is required to approach a target and the approach function is called from multiple sources (ie. main script and module script), it will bug out waiting for approach, but not be moving at all.</p>
<p>Fix: Add a check to the call for approach. If it is already approaching a target, skip it.</p>
<p>Fix 2: Add a check to the wait for approach, that if you aren't approaching, it attempts to approach the target.</p>
AstroBot - Feature - New #1965 (New): Hauler Alignhttp://forge.isxgames.com/issues/19652017-08-01T15:04:30Zextremestcade_cmda@yahoo.com
<p>It would save time on hauling trips if the hauler could do a short align to drop-off destination after arriving at pickup destination. Something perhaps based on speed or short timer would be sufficient.</p>
AstroBot - Feature - Enhancement #1964 (New): Separate module activation timershttp://forge.isxgames.com/issues/19642017-08-01T15:03:11Zextremestcade_cmda@yahoo.com
<p>Some modules, such as the fleet boosters have a very long bonus period compared to activation time. While others need to run much more quickly or slowly. It would be nice if we could control each module separately.</p>
AstroBot - Bug #1963 (New): Won't defend if "Assist Fleet Members" disabledhttp://forge.isxgames.com/issues/19632017-08-01T14:43:22Zextremestcade_cmda@yahoo.com
<p>As the title implies, a pilot will not defend itself if "Receive: Assist Fleet Members" is not checked.</p>
<p>ie: Miners; when targetted; won't target, launch drones and attack if that setting is not enabled. This was a settings change I made so that not EVERY pilot in my fleet would launch drones, looking very "bot-ish". Also, it was silly with empire rats. My temporary work-around is to have the orca not use mining drones and instead respond to all calls for fleet member assistance.</p>
AstroBot - Bug #1962 (New): Deactivate mining modules if cargo fullhttp://forge.isxgames.com/issues/19622017-07-31T19:21:53Zextremestcade_cmda@yahoo.com
<p>When an ore hangar is full mining lasers should not continue. Otherwise any ore they mine goes into the ether and is wasted.</p>
AstroBot - Feature - Enhancement #1959 (New): Corporation Hangarshttp://forge.isxgames.com/issues/19592017-07-29T23:24:00Zextremestcade_cmda@yahoo.com
<p>The ability to use corp hangars would be helpful for many scenarios.</p>
AstroBot - Bug #1944 (New): Ammo Reloading and Auto Repeat Offhttp://forge.isxgames.com/issues/19442017-07-08T00:25:47Zbjcaseybjcasey@bjscripts.com
<p>Currently, it reloads once and then will not reload again. Also, there's something going on with setting auto repeat off for some modules.</p>
AstroBot - Bug #1938 (New): Drones Not Workinghttp://forge.isxgames.com/issues/19382017-07-06T22:54:52Zbjcaseybjcasey@bjscripts.com
<p>When drones are disabled in the assigned modules list, it applies to ALL drones, not just the ones disabled.</p>
AstroBot - Bug #1937 (New): Drones Being Sent Against the Wrong Targethttp://forge.isxgames.com/issues/19372017-07-06T22:48:26Zbjcaseybjcasey@bjscripts.com
<p>Ensure that drones are being sent against the correct target.</p>
AstroBot - Feature - New #1934 (New): Module Support - Cloakinghttp://forge.isxgames.com/issues/19342017-07-06T22:41:39Zbjcaseybjcasey@bjscripts.com
<p>Add support for cloaking modules.</p>
AstroBot - Feature - New #1899 (Deferred): Bookmark Supporthttp://forge.isxgames.com/issues/18992017-05-15T16:37:18Zbjcaseybjcasey@bjscripts.com
<p>Auto-add bookmarks when fleeing or leaving a mining grid.</p>
<p>Add manually made bookmarks to the navigation window.</p>
AstroBot - Feature - New #1722 (New): Flee on Capital Spawnhttp://forge.isxgames.com/issues/17222016-11-03T09:53:13Zswizzla@obracing.netswizzla@outlook.com
<p> </p>
<p>Mining in null sec adds the possiiblity of generating a Capital Spawn.</p>
<p>Can we add an option to flee to safe (BM or Station) in the event a Capital NPC warps on grid?</p>
BJ Movement - Feature - Enhancement #1526 (New): BJ consumablehttp://forge.isxgames.com/issues/15262015-11-23T01:29:23Zhasturmitchel.sheppard@gmail.com
<p>It would be nice if it could handle consuming speed totems.<br>
</p>
BJ Movement - Bug #1414 (New): Immunity Chainhttp://forge.isxgames.com/issues/14142015-06-11T02:31:00ZLostOnekm_lostone@yahoo.com
<p>a_IM_Determine_LocalIRC TOONNAME Group Physical TRUE TRUE TRUE TRUE TRUE FALSE</p>
<p>This command will only work if the person calling the command happens to be TOONNAME. For this to be a useful MCP command it need to be able run from the tank and save anyone you set. I've just wrapped this into my own helper script as a fix... but I'm sure this is not working as intended. </p>