BJScripts: Issueshttps://forge.isxgames.com/https://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282018-08-28T17:00:10ZisxGames Forge
Redmine Bug #2095 (New): Mining: Swapping crystals not workinghttps://forge.isxgames.com/issues/20952018-08-28T17:00:10Zjubjubdlists95@gmail.com
<p>Profile works fine with T1 strips. I move to T2, update the modules section, load some crystals in the cargo bay. I don't pre-load any into the module. Miner warps to a field, locks a target, loads the correct crystal. Once that ore type is mined out, and it swaps to another type it does _not_ swap crystals even though they are in the cargo hold. I do have the "Use Mining Crystals" option checked.</p>
<p>I've attempted to enable debugs to try and catch this, but don't see anything useful in the logs.</p>
<p>This occurs when selective mining, mining with a foreman & having the foreman pick the ore & using the "strip mine" option. </p>
Bug #2029 (Resolved): Rename Jetcan options not being preserved in profileshttps://forge.isxgames.com/issues/20292017-11-29T23:03:36ZNerumphuridiumfreak@hotmail.com
<p>Within a specific profile, if I add the "Rename Jetcan" tick and edit the name to its desired format, it will rename the jetcan in that particular session of Astrobot. However, if Astrobot or the client has to restart, this setting is not preserved in the saved profile. No matter how many times the "Save profile" button is pressed, this setting is not added into the saved parameters.</p>
Bug #2028 (Resolved): Hauler - Single Fleet Member Pickup Option Bughttps://forge.isxgames.com/issues/20282017-11-29T13:52:29ZNerumphuridiumfreak@hotmail.com
<p>When "Single Fleet Member" is selected under the pickup options, the range aproximation ends up being glitched with a debug log of "Warping to [NULL] @ Distance [0m]"</p>
<p>This fleet member is in the same system as the hauler, so system conflict is not the issue.</p>
Bug #2021 (New): Hauler Not Extracting All Minerals from Containershttps://forge.isxgames.com/issues/20212017-11-23T09:30:25ZNerumphuridiumfreak@hotmail.com
<p>On a seemingly random occasion, the hauler will approach and tractor a container to itself, only for the program to enter a loop of not opening this container, thus preventing the hauler from continuing its task.</p>
<p>Logs seem to point to a range aproximation issue; it will say not in range when, in reality, the container is within a few meters from the ship.</p>
Bug #2019 (Feedback Required): Mining Foreman Assigning Targets Out of Miner Rangehttps://forge.isxgames.com/issues/20192017-11-23T07:18:32ZNerumphuridiumfreak@hotmail.com
<p>Disclaimer, I currently use a mining barge as my foreman as I am not established enough for an Orca or Rorq.</p>
<p>With regards to mining foreman target assignments, the foreman will often times select a target for miners that are outside of their effective range, causing the subordinate miners to enter a "target out of range, skipping" loop. This usually occurs when the foreman approaches an asteroid, causing its roid scanning range to be further than the origin point of the belt/ anomaly. I believe this can be mitigated by one of two ways.</p>
<p>First, and most beneficial to the bot as a whole, would be re-implimentation of bookmarks, as well as full-fleet sync of and warpin to those bookmarks to ensure all fleet members land relatively close to the foreman. Alternatively, implimenting an option for fleet members to warp directly to the foreman (assuming a check to ensure he is on grid in a belt) would be adventageous.</p>
<p>Second choice would be, if the bot enters one of these rangeout issues, would be to include a max approach radius in addition to the already implimented "targeting range radius." </p>
Bug #2018 (Resolved): Solo Miner, Unload At Station, Hang Up on Second Undockhttps://forge.isxgames.com/issues/20182017-11-23T07:04:11ZNerumphuridiumfreak@hotmail.com
<p>Currently, when a solo miner, or really any miner with "unload at station" set in its hold full options heads back for an unload, it will enter station, unload cargo, then exit the station. However, after this moment, the bot will endlessly move out of the station radius into space without initiating warp.</p>
<p>In my own investigations, I found that the script, when warping off to the belt on initialization, takes distance to the belt into account when determining if it needs to warp or not. This process does not seem to be happening after that second undock acording to the logs I'm receiving.</p>
Bug #2017 (Resolved): Flee Below Pilot Standing Bughttps://forge.isxgames.com/issues/20172017-11-23T06:56:06ZNerumphuridiumfreak@hotmail.com
<p>I am assuming that the pilot standing flee tick works by entering a specific number into the pilot standing entry, and, when a pilot below this threshold is detected, will send a flee command to the ship.</p>
<p>Currently, when I enter any number above 0 into this field, the script will send a flee flag when it detects any person in the system (including corp members, alliance members, excellent and good standing contacts, and even its own fleet members).</p>
<p>Due to the nature of low and nullsec, it is quite important to have neutral targets pegged as enemies. In the intel monitor, players are listed in order of:</p>
<p>3 Neutral, 5 excellent standing, 6 Alliance/ Corp, 8 Fleet, 9 Self.</p>
<p>I believe Pilot Standing should to follow this heiarchy as well.</p>
Bug #2016 (New): Fleet Flee Inconsistancieshttps://forge.isxgames.com/issues/20162017-11-23T06:44:31ZNerumphuridiumfreak@hotmail.com
<p>Currently, when a fleet-wide flee is called, only a handful of my fleet members actually respond to the command, resulting in alot of members remaining in the field, even despite enemies being in local.</p>
<p>All settings are exactly the same across the entire fleet: flee timer enabled, pilot standing enabled (on grid), pilot standing enabled (in local), "enable fleeing" (under settings) enabled, "Broadcast: Call for Fleet to Flee" enabled, "Receive: Fleet Flee" Enabled.</p>
Bug #1919 (Resolved): Ship Cargo Hold - Not Enough Spacehttps://forge.isxgames.com/issues/19192017-06-15T18:25:49Zbjcaseybjcasey@bjscripts.com
<p>Currently, AstroBot does not appear to check if there is enough space before attempting to move an item. </p>
Bug #1914 (Resolved): Miners don't jettison ore when they're fullhttps://forge.isxgames.com/issues/19142017-06-04T17:15:27Zgnoshbezacha@gmail.com
<p>Having an issue with miners not jettisoning cargo when they're full. Everything starts off working as intended, but eventually (usually within 30 minutes), a miner will stop jettisoning ore and continue to try to mine to a full ore hold. I can fix this by recalling all mining drones, unlocking all targets and shutting down the mining lasers. I manually jettison the ore, collect it with the Orca and shut down Astrobot. When I restart Astrobot, everything runs well again for about 30 minutes, then the bug reappears. Unfortunately, this bug prevents the bug from being run AFK for very long. </p>
Bug #1905 (Resolved): Hauler does not deliver to Raitaru engineering complexhttps://forge.isxgames.com/issues/19052017-05-27T17:02:27Zgnoshbezacha@gmail.com
<p>I was able to add the custom structure and select it as the dropoff destination but the hauler will not deliver. It will continue to loot from the Orca until it recognizes that it is full, then sits in one spot and doesn't move.</p>
Bug #1720 (Closed): QB3.0beta Version 3.00S errors with Queue Configuration Optionshttps://forge.isxgames.com/issues/17202016-10-29T13:27:51Zloopylopez5575@gmail.com
<p>When trying to create a new Queue</p>
<p>Queue Command > Load_TaskFile</p>
<p>For Who > ${Me.Name}</p>
<p>Task File: No options available and The following error in console:</p>
<p> </p>
<p>Error:Non-numeric variable encountered in '${_sShortFileName.Token[1,-].Left[-1]} >= ${_sTaskFileFilters_MinLevel} ': ${_sShortFileName.Token[1,-].Left[-1]}= @${_sShortFileName.Token[1,-].Left[-1]} >= ${_sTaskFileFilters_MinLevel}<br>
Error:Failed to calculate result @${_sShortFileName.Token[1,-].Left[-1]} >= ${_sTaskFileFilters_MinLevel}<br>
Dumping script stack<br>
--------------------<br>
-->Buffer:QuestBotController:542 (debugging disabled)<br>
Buffer:QuestBotController:3426 (debugging disabled)</p>
Bug #1549 (New): TraveltoBookmark and Attack NON AGGRO NPCs Optionhttps://forge.isxgames.com/issues/15492015-12-17T14:57:49Zcamikazeandy_memm@msn.com
<p>This option is very dangerous if there's circadian seekers on gates on the way to a mission. They can blow up most solo ships even Marauders.<br>
This needs to be disabled while travelling and enabled while in the mission zone.<br>
In missions its required since lots of spawns are non aggro.<br>
</p>
Bug #1546 (New): Modules not activating while on Acceleration Gate Step in Missionshttps://forge.isxgames.com/issues/15462015-12-16T19:50:31Zcamikazeandy_memm@msn.com
<p>While flying to a Accelration gate no modules activate, module checks don't seem to be running while slowboating to the gate.</p>
Bug #1544 (New): Flee - Nearest Station Option if no Station is in Systemhttps://forge.isxgames.com/issues/15442015-12-16T18:00:29Zcamikazeandy_memm@msn.com
<p>The Flee Option "TO NEAREST STATION" seems to break if there s no station in the system. It even turns off all modules so it s certain death.</p>
Bug #1523 (New): (Distribution) undock without cargohttps://forge.isxgames.com/issues/15232015-11-20T21:03:26Zpzprimalz@gmail.com
<p>Don't.</p>
Bug #1516 (New): Combat Issues - FPS Losshttps://forge.isxgames.com/issues/15162015-11-07T15:22:32Zbjcaseybjcasey@bjscripts.com
<p>Primalz: </p>
<blockquote>
<p>holy shit fps lag batman<br>
in combat<br>
ok exited the bot so i can finish up the mission<br>
fps went back from 12 to ~60 fyi</p>
</blockquote>
Bug #1515 (Resolved): Combat Issues - Targetinghttps://forge.isxgames.com/issues/15152015-11-07T15:21:14Zbjcaseybjcasey@bjscripts.com
<p>Primalz: It is still not always targeting the closest hostile first.</p>
<blockquote>
<p>really uncomfortable that it doesnt update targets to the ones nearest to me<br>
like.. it has my launches split on 2 targets<br>
1 is at 15km (fine) the other is at 25km<br>
and my max range is 20</p>
</blockquote>
Bug #1514 (Resolved): Mission Declinehttps://forge.isxgames.com/issues/15142015-11-07T15:17:11Zbjcaseybjcasey@bjscripts.com
<p>It declines all missions if no missions are selected. Change it to pause instead of declining.</p>
Bug #1513 (Resolved): 4hr Decline Timer not actually tracking declineshttps://forge.isxgames.com/issues/15132015-11-02T12:06:18Zpzprimalz@gmail.com
<p><br>
</p>
Bug #1511 (Implemented): Locator Agents interfering with Accept Missionhttps://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>
Bug #1503 (Resolved): Missions - Quotes In Namehttps://forge.isxgames.com/issues/15032015-10-22T11:14:04Zbjcaseybjcasey@bjscripts.com
<p>If there is a quote in the mission name, it will not save the file.</p>
Bug #1502 (Rejected): Entity Information Being Overwrittenhttps://forge.isxgames.com/issues/15022015-10-22T09:39:11Zbjcaseybjcasey@bjscripts.com
<p>Split the entity information file into two files. One that I provide and is received from the patcher. The other that is local to the use and is never patched.</p>
Bug #1501 (Rejected): Module Export Overwritinghttps://forge.isxgames.com/issues/15012015-10-22T09:37:06Zbjcaseybjcasey@bjscripts.com
<p>Change Module_Information to be two files. One provided by me, the other maintained by the user. This will prevent the patcher from overwriting their information.</p>
Bug #1494 (Resolved): Trying to fire while reloading.https://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>
Bug #1493 (Resolved): Not approaching ratshttps://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>
Bug #1492 (Resolved): Target switchinghttps://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>
Bug #1486 (Resolved): drones deploying when you undockhttps://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>
Bug #1479 (Resolved): Mission Command - Gate Activatehttps://forge.isxgames.com/issues/14792015-10-16T14:33:22Zbjcaseybjcasey@bjscripts.com
<p>This appears to not be working anymore. It processes the step and then just waits for jump warp to end even though it never activates the gate.</p>
Bug #1469 (Resolved): Combat Movement - KeepAtRange and Orbit Valueshttps://forge.isxgames.com/issues/14692015-10-11T10:16:37Zbjcaseybjcasey@bjscripts.com
<p>Hardcoded to 1000m and forgot to change them to optimal distance.</p>