BJScripts: Issueshttps://forge.isxgames.com/https://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282020-05-21T23:07:26ZisxGames Forge
Redmine Feature - Enhancement #2148 (New): Improve short-cycle behaviorhttps://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>
Feature - Enhancement #2096 (New): Disable select modules on fleehttps://forge.isxgames.com/issues/20962018-08-28T17:02:50Zjubjubdlists95@gmail.com
<p>It would be nice to disable certain modules when a flee condition is triggered. Use case is an Orca using the Mining Foreman Burst modules in the high slot. They are unable to dock with those active due to the weapons timer.</p>
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>
Feature - Enhancement #2027 (New): Differentiate Combat Drones by typehttps://forge.isxgames.com/issues/20272017-11-29T04:28:17ZNerumphuridiumfreak@hotmail.com
<p>For ships such as the Orca or Rorq, their large drone bays facilitate the ability to contain multiple different types of drones for various types of scenerios. I believe it would be adventageous to separate drones (specifically combat drones) into the small, medium, and large categories to allow for more granular control over the drones being deployed.</p>
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 #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>
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 #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>