BJScripts: Issueshttps://forge.isxgames.com/https://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282017-11-23T09:44:27ZisxGames Forge
Redmine Feature - Enhancement #2022 (New): Addition of MWD Coordination to Instant Warp Orca/Rorqhttps://forge.isxgames.com/issues/20222017-11-23T09:44:27ZNerumphuridiumfreak@hotmail.com
<p>Still implimented in the game is a hack of sorts which allows an orca or other large ship to warp in the cycle of a single MWD burst. This would be tremendiously helpful for escaping rogue anti-miners in Highsec and lowsec alike, as the normal 40 second align and warp time for the orca leaves it a substantially large target on the field.</p>
<p>All that would need to be implimented would be an Alias within the equipment section to allow the equipped MWD to be fired upon EWO.</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 #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>
Feature - Enhancement #2005 (New): Modules/Drones Overhaulhttps://forge.isxgames.com/issues/20052017-09-28T07:34:50Zbjcaseybjcasey@bjscripts.com
<p>Similar to how targeting and inventory routines have been recently overhauled, it is time for modules to get some lovin'.</p>
<p>The general idea is to make the modules routine faster, more accurate and provide better options.</p>
<p><u><span style="font-size:14px;"><strong>Modules:</strong></span></u></p>
<p>Split into 3 categories: Needs Active Target, Self Target and Drones</p>
<p>Needs Active Target: Requires a target to activate. This part of the routine may work a bit slower due to needing to ensure that it is on the correct active target.<br>
Self Target: Does not require a target to activate. These should activate/deactivate very quickly because it doesn't need to check for a target.<br>
Drones: Similar to Needs Active Target</p>
Feature - Enhancement #2004 (New): Inventory Changes - Space Containershttps://forge.isxgames.com/issues/20042017-09-28T07:29:02Zbjcaseybjcasey@bjscripts.com
<p>Need to update Space Containers (jetcans) to be compatible with the recent changes.</p>
Feature - Enhancement #1995 (New): Inventory Management - Bulk Transferhttps://forge.isxgames.com/issues/19952017-09-15T19:35:34Zbjcaseybjcasey@bjscripts.com
<p>Allow the listbox to be user ordered.</p>
Feature - Enhancement #1921 (New): Jetcan Rename Optionshttps://forge.isxgames.com/issues/19212017-06-20T20:02:28Zbjcaseybjcasey@bjscripts.com
<p><span style="color: rgb(204, 204, 204);font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif;font-size: 14.6667px;background-color: rgb(32, 32, 32);">Ship warps to fleet, mines -> jetisons ore from first cycle -> renames the can to CHARNAME-1 -> continues filling CHARNAME-1 -> changes CHARNAME-1 to CHARNAME-1FULL -> jetisons next ore as CHARNAME-2 -> repeats previous steps. As well as a log, of sorts, that would tell you how much of what ore was in each container (as in, say can1 had 10k veld, 10k pyro, can2 had 15k veld, 5k pyro). Gives aspiring setups that use pre-existing fleets/mining ops a way to take advantage of mining ops.</span></p>
<p><span style="color: rgb(204, 204, 204);font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif;font-size: 14.6667px;background-color: rgb(32, 32, 32);">Related: </span>https://www.isxgames.com/f/threads/isxbjeve-astro-bot-open-beta.7739/page-2#post-50050</p>
Feature - New #1578 (New): Tractor beam - Loot cans + wrecks https://forge.isxgames.com/issues/15782016-03-02T07:32:31Zlilsammy
<p>Just wanted to say great bot first of all, but I noticed last night that the tractor beam module appears under modules but has no options / function to be used. </p>
<p>Can this be implimented when looting wrecks when ratting reason being the loot part of my ratting cycles takes far longer than anything else because my battleship is very slow. </p>
<p>Another idea might be to allow the use of a salvager as well when ratting but tractor beam would save far more time allow for better efficency while ratting. </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>
Feature - Enhancement #1545 (New): New Mission Step - Set Salvage Bookmarkhttps://forge.isxgames.com/issues/15452015-12-16T18:08:04Zcamikazeandy_memm@msn.com
<p>Step Save Salvage Bookmark with a Parameter to save it to CORP or PERSONAL bookmarks</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>
Feature - Enhancement #1530 (New): Acceleration Gate Mission Step additional Parameterhttps://forge.isxgames.com/issues/15302015-11-27T20:57:53Zcamikazeandy_memm@msn.com
<p>1. KillEWAR - If this parameter is enabled the bot should kill all frigates that are active webifiers and/or warp scrambles BEFORE trying to use the Acceleration Gate</p>
Feature - Enhancement #1529 (New): Clear Grind and Clear Grid Waves additional parametershttps://forge.isxgames.com/issues/15292015-11-27T20:55:27Zcamikazeandy_memm@msn.com
<p>1. PossibleTrigger Parameter : In this Parameter a NPC Name can be specified which won't be attacked unless all other NPCs on Grid have are gone(been destroyed)</p>
<p>2. DoNotKill Parameter : Kill all NPCs but a specified one in this parameter</p>
<p> </p>
Bug #1523 (New): (Distribution) undock without cargohttps://forge.isxgames.com/issues/15232015-11-20T21:03:26Zpzprimalz@gmail.com
<p>Don't.</p>
Feature - Enhancement #1518 (Feedback Required): Sentry Drone combat profilehttps://forge.isxgames.com/issues/15182015-11-09T00:27:05Zrebellordkeithmiller00@gmail.com
<p>Combat currently approaches and engages targets. To best use sentry drones, an alternate but simple approach works best.</p>
<p>1. Approach to within drone range (definable)</p>
<p>2. Launch appropriate sentry<br>
<br>
3. Orbit sentry at xxxx range<br>
<br>
4. Recall and relaunch sentry if taking damage<br>
<br>
5. Fire any additional weapons during all of this of course. <br>
<br>
6. (Optional Microjump away if targets within y distance)</p>
<p><br>
None of the current bots support this to my knowledge, it would give you something unique.</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>
Feature - Enhancement #1507 (New): Extend Transfer_Cargohttps://forge.isxgames.com/issues/15072015-10-24T01:38:39Zpzprimalz@gmail.com
<p>Source & Destination to include cans and other named containers.</p>
Feature - New #1505 (New): Option: Loot Dropoffhttps://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>
Feature - New #1504 (New): Drone Managementhttps://forge.isxgames.com/issues/15042015-10-22T11:16:39Zbjcaseybjcasey@bjscripts.com
<p>Recall drones if they get damaged.</p>
<p>Relaunch additional drones if a drone dies.</p>
Feature - New #1496 (New): Utilize "Instant Undock" (and Dock) bookmarks.https://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>
Feature - Enhancement #1487 (New): extend Gate_Activatehttps://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>
Feature - New #1481 (New): Mission Option - NPC Blacklisthttps://forge.isxgames.com/issues/14812015-10-16T21:55:31Zcamikazeandy_memm@msn.com
<p>A list to add NPCs that should be ignored, ideally this should have conditions. Don't attack X NPC while Y NPC is around for example.</p>
Feature - New #1480 (New): Mission Command - Ignore NPCshttps://forge.isxgames.com/issues/14802015-10-16T21:53:27Zcamikazeandy_memm@msn.com
<p>While this is active all NPCs should be ignored , even if attacked. Usefull for blitzing Missions.</p>
Feature - Enhancement #1477 (New): Flee on low ammo and/or low droneshttps://forge.isxgames.com/issues/14772015-10-13T11:56:15Zcamikazeandy_memm@msn.com
<p>Flee if Ammo and/or drones are less than x.</p>
Feature - Enhancement #1467 (New): Mission - Createhttps://forge.isxgames.com/issues/14672015-10-11T01:28:32Zbjcaseybjcasey@bjscripts.com
<p>Add a button ("Test Selected Step") next to the "Add Mission Step" button that can be used to test a highlighted step.</p>
Feature - Enhancement #1464 (Accepted): Ammo Managment https://forge.isxgames.com/issues/14642015-10-05T21:48:23Zcamikazeandy_memm@msn.com
<p>Let us decide what type of ammo should be used for what type of mission/rat manually and another "auto" option that calculates the ideal ammo and switches it accordingly like SB does.</p>
Feature - Enhancement #1463 (New): Drone Launch by Target Sizehttps://forge.isxgames.com/issues/14632015-10-05T21:44:32Zcamikazeandy_memm@msn.com
<p>An option to set up what type of Drone should be launched for what type of target:</p>
<p><br>
Define in the UI that you want to launch Light Drones for Frigates and Heavy Drones for Battleships for example.</p>
<p> </p>
Feature - Enhancement #1461 (New): Loot Threshold Value/Volume Ratio by ISK/m3https://forge.isxgames.com/issues/14612015-10-04T11:18:18Zcamikazeandy_memm@msn.com
<p>An Option to set a Value/Volume Ratio when Looting.</p>
<p>This can avoid filling up your cargohold with worthless trash.<br>
<br>
You'd be able to set a Minimum ISK amount per m3 Volume of the items being looted. If it s below the value it will leave it, it s over the value it will loot it.</p>
<p> </p>
<p><br>
</p>
<p> </p>
<p> </p>