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This topic contains 8 replies, has 5 voices, and was last updated by Miqobot 8 years, 5 months ago.
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June 12, 2016 at 8:45 am #1704June 12, 2016 at 3:01 pm #1705June 12, 2016 at 5:53 pm #1706
When you use ‘Gather By Name” you can use exact or partial matches. You won’t need a slot number at all when doing this. Example:
[Dragonskin Treasure Map] [Some Rare Item Name] Crystal Shard
Notice the first two have brackets around them, those are exact matches. So if miqo sees that map and no other type of maps, it will take it first, then it will see if whatever ‘rare item’ I’m trying to get is there, if not then it’ll check for crystals, if none, then shards, if there’s nothing on the list then it just stands there confused. So it’s always good to have what you want in there when gathering.
In your case you can do this:
carbon shard
and she will find anything with the name carbon in it and grab it, then move to the next node.
Hope this helps.
- This reply was modified 8 years, 5 months ago by captainblunt.
June 12, 2016 at 5:56 pm #1708June 13, 2016 at 4:51 am #1715So, you want to not gather up all of the same item just a few of this and a few of that, and maybe even one of those all in one session?
If that’s the case, I’m not sure there’s a way to do that as of yet. @miqobot any thoughts on this?
June 14, 2016 at 1:33 am #1733Scenarios will allow you to switch between slots in Gathering window. You will be able to specify several presets (with slot numbers) and let Miqobot cycle through them when changing Gathering nodes.
Though we do not consider an ability to switch between non-rare items within the same Gathering node.
Is there any advantage to do that instead of, for example, gathering Shards in every 2nd node and gathering Carbonized Matter in every 3rd node?June 14, 2016 at 3:53 am #1736June 18, 2016 at 6:30 pm #1744I have an unrelated comment on gathering. I noticed that the bot says that future development will include fleeing. It seems like a really low-effort implementation of that would just be to allow the navigation grid to have a long tail that leads to the center of the nearest town and be able to designate the end of that tail the ‘fleeing’ node. So that miqo could run away (to the guards, no less, although the creature will probably long since have dropped off), as well as find her way back to the gathering nodes.
June 23, 2016 at 4:21 am #1772You are right, this would be indeed a low-effort implementation of Fleeing algorithm.
And we have it already implemented.
But there are two big issues that prevent us from calling it a stable feature for release:- It would require a complete remake of all the Navigation Grids that our community has created so far.
- When a Flee point is located behind a pack of aggressive monsters, Miqobot gets stuck very easily. She’s running back and forth between safe and danger areas, and never makes it to the gathering nodes.
We are working on a dynamic and completely automatic version of Fleeing algorithm. Miqobot will be able to utilize the upcoming World Navigation Graph in order to find the best fleeing path by herself.
It looks like this:
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