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ACME Crafting BOT

Discussion on ACME Crafting BOT within the Final Fantasy XIV forum part of the MMORPGs category.

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Old 10/07/2015, 14:46   #136
 
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Originally Posted by jelio View Post
I've had a chance to play with the program now and it's quite impressive. Very well done.

I've seen the bot kind of give up after a Byregot's at 98%. It just decided to CS2 until completion, even though it had extra durability it could have used a plain HT on, for example.

Sorry for the dumb question, what is MoMa?
O, it's MaMa Maker's Mark.

"I've seen the bot kind of give up after a Byregot's at 98%. "

That can happen with wrong formulas, when you're doing lower level items specially it thinks you need more Progress hits than you actually need, program is playing a harder version of the game at lvls 40-, I should update all the formulas by the end of the week, hopefully solve 99% of those issues.

The feature I really want to add, is automatically pulling items you need from retainers, you just open up the retainer window and it pulls the mats, because that's super time consuming even with the bot telling you on which retainer the items are.
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Old 10/10/2015, 15:05   #137
 
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There's a couple little UX features that I'd like added, for your consideration.

-If crafting food is to be used, have it press the button after switching classes, rather than before. The same with Collect. (Neither are bound on my Warrior, for example. Collect would be removed after anyway.)

-Consider trying to add the delay between modifier keys being pushed down and the hotkey being pushed. So for ctrl-alt-f, it will press ctrl and alt, wait e.g. 85-125 ms (a 1 frame advance at 12-8 fps), or whatever, then press f, then release all 3. Although the bot doesn't have to behave properly without a workaround under unusual CPU load, I would like it very much if it would work using "reduced FPS in background" (about 15 FPS) with common keybindings.

-Read if a button has ever lit up on the hotbar before including it in the current simulation. Currently, it only checks whether or not a button is present on the hotbar to include it in the simulation. This means even if I removed RS from my cross class skills, it may try to use it unless I also remove it temporarily from my hotbar, causing a mess when I forget to re-add it later. This should also fix the beast tribe crafting buffs.

I suppose there might be some exceptions to this. Perhaps it should always assume ToT is available if it is on the bar, for simulation purposes, until it can confirm it is unavailable on the first good/exceptional.

-Add a way to automatically fill the Quantity field with the maximum number of items that can be synthed with the materials in your inventory. To mitigate UI bloat, perhaps this could automatically happen when you add a recipe when the Quantity field is blank (currently, it sets the quantity to 1 in this case). Alternatively, a button near Edit Quantity that is a 1 click solution for this on the currently selected synth.

Thanks for your great work already. Kind regards.
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Old 10/10/2015, 17:04   #138
 
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Quote:
Originally Posted by jelio View Post
There's a couple little UX features that I'd like added, for your consideration.

-If crafting food is to be used, have it press the button after switching classes, rather than before. The same with Collect. (Neither are bound on my Warrior, for example. Collect would be removed after anyway.)
Will do! Very easy fix.

Quote:
-Consider trying to add the delay between modifier keys being pushed down and the hotkey being pushed. So for ctrl-alt-f, it will press ctrl and alt, wait e.g. 85-125 ms (a 1 frame advance at 12-8 fps), or whatever, then press f, then release all 3. Although the bot doesn't have to behave properly without a workaround under unusual CPU load, I would like it very much if it would work using "reduced FPS in background" (about 15 FPS) with common keybindings.
There's a delay already of 90ms, for modifier'd keys

Modifiers down
delay 90ms
key down
delay 90ms
modifiers up

It's just not reliable, I have a solution planned but won't be done for a while.

Quote:
-Read if a button has ever lit up on the hotbar before including it in the current simulation. Currently, it only checks whether or not a button is present on the hotbar to include it in the simulation. This means even if I removed RS from my cross class skills, it may try to use it unless I also remove it temporarily from my hotbar, causing a mess when I forget to re-add it later. This should also fix the beast tribe crafting buffs.
It used to work somewhat like this, but I'd just see what lights up for the first turn and assume the conditional skills are available, because it's not very reliable, you need a huge(0.5s~) delay because the buttons don't all light up at once - or at least I used to get bad info(such as CS2 not available), I will just expand the API to scan crossclass skills + use the class + level information we already have to determine which skills the player has (will have to check for the specialist crystal).

Quote:
-Add a way to automatically fill the Quantity field with the maximum number of items that can be synthed with the materials in your inventory. To mitigate UI bloat, perhaps this could automatically happen when you add a recipe when the Quantity field is blank (currently, it sets the quantity to 1 in this case). Alternatively, a button near Edit Quantity that is a 1 click solution for this on the currently selected synth.
There's sort of an option that does this, if you open your recipe book in game and hit the global hotkey "ToggleCraft" it will enqueue the max amount of items you can make and start the program.

I need to add a lot more hotkeys on the program scope, such as ctrl+enter adds to top (this is implemented).

I will add a bit of these changes soon, and a couple of small logic improvements, using SH1 for PbP under MaMa, and something to avoid bad excellents, that really I should have thought about it before .

There's a bug too where the bot hangs seelcting recipe, which I'm going to try to fix, only happens if you're typing a lot.

Ty very much for the suggestions very constructive.
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Old 10/11/2015, 19:05   #139
 
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So I was testing the new version and I see this...

Whats up with that!?

Updated with some new features and improvements, report any errors .
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Old 10/12/2015, 05:43   #140
 
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Ran into an issue tonight with trying to make "Serpentskin Helm of Maiming" I don't think the program was able to find item in the log (Leather worker master III) as the pointer just kept moving to the top.

Also included log for fun.
Attached Files
File Type: rar Logs.rar (107.0 KB, 1 views)
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Old 10/12/2015, 14:11   #141
 
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Quote:
Originally Posted by MithraLover View Post
Ran into an issue tonight with trying to make "Serpentskin Helm of Maiming" I don't think the program was able to find item in the log (Leather worker master III) as the pointer just kept moving to the top.

Also included log for fun.
Did you try more than once? If you did, do you have all master books, if you don't which ones do you have?

Also if the cursor on recipe book starts over some objects(such as the all button) the program gets lost.
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Old 10/12/2015, 15:16   #142
 
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Quote:
Originally Posted by AcmeCrafting View Post
Did you try more than once? If you did, do you have all master books, if you don't which ones do you have?

Also if the cursor on recipe book starts over some objects(such as the all button) the program gets lost.
I did try the program more than once. Thought maybe it glitched because it has crashed a few times.

I have all the books and the book wasn't sitting over anything that I've normally done.
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Old 10/12/2015, 18:06   #143
 
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RecipeBook scale is 1.0?

And other items are working? Where you trying to collectible synthesis it?

I tried here and it worked
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Old 10/12/2015, 19:19   #144
 
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Quote:
Originally Posted by AcmeCrafting View Post
RecipeBook scale is 1.0?

And other items are working? Where you trying to collectible synthesis it?

I tried here and it worked
Yessir, 1.0, no other issues. Was trying to collectible it, but that hasn't been an issue.

Left it running last night to make airship parts and that went off without a hitch. About to do the same while I'm out. This will have some exotics (treated spruce lumber, garlond steel, and farreach canvas), so we'll see how that goes.

Maybe it was just a hiccup? Dunno...
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Old 10/12/2015, 20:23   #145
 
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Hmm, well it's probably something with the RecipeBook memory reading.. but if it works for other items shouldn't it work for that one O_o? I'd say restart the game, but other items works, so I'm not sure whats going on.

Crafted another 8 2 stars items 7 were 100%, one was 88%.

Posting a small logic fix, for people crafting 1/2 stars with 420+CP.
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Old 10/13/2015, 00:55   #146
 
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There's a bug in the previous version (haven't tested most recent) that is probably causing what MithraLover is talking about.

When you filter the recipe list to show e.g. only Helms, the bot is unable to find the item to craft and the cursor just moves up and down.
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Old 10/13/2015, 21:21   #147
 
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Quote:
Originally Posted by jelio View Post
There's a bug in the previous version (haven't tested most recent) that is probably causing what MithraLover is talking about.

When you filter the recipe list to show e.g. only Helms, the bot is unable to find the item to craft and the cursor just moves up and down.
O yea, that would definitely do it, need to be set to all always.
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Old 10/16/2015, 07:52   #148
 
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Updated with 2 bug fixes.
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Old 10/20/2015, 14:46   #149
 
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The latest fixes are so great for usability. I suffered from the crashing bug, and the automatic detection of skills seems to be just fine. Thank you!

I think the control/quality formula might have a rounding issue. I was consistently getting 6040/6042 = 98% HQ for a certain configuration. Log is attached.

I've also seen the bot hit two Ingen 2 in a row when there is a CP surplus, but I think it knows what it's doing, it just looks weird to a human. I think it's trying to clear the good condition to bait the next move, and doesn't want to lose the 5 stack on Ingen 2 by doing observe. So, probably no problem with it.
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File Type: zip 98percent.zip (2.4 KB, 6 views)
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Old 10/22/2015, 22:18   #150
 
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Quote:
Originally Posted by jelio View Post
The latest fixes are so great for usability. I suffered from the crashing bug, and the automatic detection of skills seems to be just fine. Thank you!

I think the control/quality formula might have a rounding issue. I was consistently getting 6040/6042 = 98% HQ for a certain configuration. Log is attached.

I've also seen the bot hit two Ingen 2 in a row when there is a CP surplus, but I think it knows what it's doing, it just looks weird to a human. I think it's trying to clear the good condition to bait the next move, and doesn't want to lose the 5 stack on Ingen 2 by doing observe. So, probably no problem with it.
I need the progress.csv/quality.csv to make the sim more accurate. I wrote a program that parses logs and automatically gives me the formulas .

One thing that has bugged the bot here simulation wise, was Piece By Piece, according to square enix 956/3 is 315~, not 318~, must be some next level mathematics.

I had an idea to make the bot considerably faster, and maybe better, easy to implement as well.
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