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November 22, 2016 at 4:00 am in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #2474
I prefer not to say it for security purpose (i was searching a private message system in this forum, but apparently there is not).
In this case please contact our Tech Support directly, it is private: https://miqobot.com/#support
We need this information to be able to help you šYes, cordials will be supported by Scenario Scripting.
Cordials, food, GC manuals, and repair will be available for all crafting and gathering classes.Thank you for your request very much!
November 21, 2016 at 12:54 am in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #2465A solver is always CPU and RAM intensive i know, and I get that itās a normal behaviour, (In a ffxiv matter, BiS solvers and rotations optimizations require always a great amount of time, specially when you add so many variables).
What I canāt explain is the heavy requirements of the radar. For me, it lags so much that it delays the movements of the grid, showing in-game objects (npcs/nodes/othersā¦) for a split second in a position where they are not. It may be only my problem, but I donāt see this delay when using the stable version.
Same thing i noticed today for the Gold Saucer Minigames, since the game loses 30-40 fps, it affects the bot performance when playing minigames.
Again thatās no problem whatsoever, i can use the stable version when i want to use these ādefaultā features; I canāt use properly the PoTD 3D Radar (since itās a new feature). I just wanted to address these issues, i mean that should be the purpose of a beta.
As Rose and Lyfox stated correctly, Crafting Solver indeed requires additional CPU power and RAM. This is the expected behaviour.
As for 3D Radar, would you please give us more information about your issue?
3D Radar requires CPU power as well because it’s a simple overlay window without DirectX support. Depending on your hardware and the amount of objects on your screen, performance spikes are entirely possible. However there is no technical difference between v1.2.485 and v1.2.525 radars (except for the additional PotD mode which does not affect previous features). With all default options enabled you should observe exactly the same behaviour and performance in both versions.Please answer these questions:
- Do you experience performance issues continuously or are there any extra conditions?
- Where exactly in the game do you see them?
Is it Quarrymill, or inside Palace of the Dead, or any other location? - You mention that you have FPS issues while playing Gold Saucer Minigames and 3D Radar enabled. Do you have any use for 3D Radar at this moment?
- Please disable all 3D Radar options:
– 3D Radar tab: show -> nothing
– 3D Radar tab: show fates -> list
– 3D Radar tab: show fates -> world
– Navigation tab: show on radar
– Gold Saucer tab: racing -> show -> rails
– Gold Saucer tab: racing -> show -> mid-rail
– Gold Saucer tab: racing -> show -> progress
– Gold Saucer tab: racing -> show -> waypoints
Does this fix the FPS issue with Minigames? - Now enable each option, one at a time, and observer the results. Is it any specific option that causes performance to drop?
- Copy v1.2.485 and v1.2.525 Beta into the same folder. Start Miqobot v1.2.485, close it, and start Miqobot v1.2.525 Beta right after that. This way both versions will share the same settings.miqo file.
Do you still see performance issues only in Beta and not in stable version, even with the same settings and in the same location? - What is your CPU?
Thank you very much!
November 21, 2016 at 12:50 am in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #2464One thing I noticed involving the new repair after x attempts, if you are using HQ materials (in in my case as I was grinding exp a mix of HQ and NQ) Miqobot has no way of knowing what mix you were using and then after repairing uses up all the NQ materials. Thereās no way to set her up to use x NQ and x HQ which while not a huge issue is a bit of an annoyance.
An ability to specify HQ materials ratio will be supported by Scenario Scripting.
Scenarios will be available in Miqobot v1.2.6.Thank you for your feedback very much!
November 21, 2016 at 12:49 am in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #2463Also Ive never had an error when using 8:1. Its not a chance of error its calculation accuracy: https://miqobot.com/forum/forums/topic/help-crafting/#cp-chunks
Like with 8:1 you might have 1-7 CP left, with 4:1 you might have 1-3 CP left and so on. Imo its a misleading note, they should replace it with CP utilization or something. Or just remove it.You are correct, with the introduction of additional options and optimizations ‘Error’ field is redundant now. It will be removed.
Thank you for your feedback!
November 21, 2016 at 12:47 am in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #2462It would be very nice if miqobot could use food after X amount of crafts or ideally if it tracked the food buff timer. Reclaims could mess with using food after x amounts of crafts.
Yes, this feature will be supported by Scenario Scripting.
Scenarios will be available in Miqobot v1.2.6.Food or Manuals while botting
Buying from vendor/food
Gathering/Fishing RequestThank you for your feedback very much!
The problem is I believe to make that database, you could gather data from Miqobot clients, sending in background all traps positions that hit us, you would may be end up by knowing all possible positions, the last floors data will still be rare and require lots of time.
But I donāt know if anything of this is possible, if you can somehow get the ID of one specific square room and get all known traps position tied to it.
And donāt accept this request if itās way too much work, itās not worth it, Miqobot can still find all hoards, so itās fine, and I would rather get the Scenario and Battle Engine, and Triple Triad Solver first ^^ā
Yes, this is possible. And no, this is not too much work š
In fact, this feature was already implemented for Diadem in 3.1.We can easily fill the database for floors 1-100 and distribute it within Miqobot. But floors 101+ and beyond will indeed require a dedicated server.
Key points:
- It may take a few weeks or even months to gather all trap locations. (Depending on how popular PotD will be in the coming days.)
- Deeper floors will stay uncharted for a very long time. (This method will not prevent you from wiping on 199 due to undiscovered Lure or Silence.)
- There are no patterns that would describe trap types. (If you take a look at the screenshot above, you may notice there are different traps spawning at the same location. You still won’t be able to use Landmines without Pomander of Sight.)
- At any point in the future, Square Enix may alter these patterns and we will have to start gathering data anew.
This feature will arrive in two parts.
– Part I will contain traps on floors 1-100 and will be bundled with Miqobot.
– Part II will be released with dedicated server which will collect and analyze data on floors 101-200.But before we start working on a server, we have to ask you first.
This is not a feature we can handle on our own. It will take the effort of our whole community. You will have to go into PotD 101-200 with Miqobot by your side, attempt to use as many Pomanders of Sight as possible, and let Miqobot collect this data. All trap locations that you find will be then available for everybody else, but it will take a lot of time to find them all.
Are you ready for this?Attachments:
You must be logged in to view attached files.Yes, we were also researching these new traps, but unfortunately they turned out to be a dead end.
The ‘Trap’ entities you see in the distance are not new, they were always there.Prior to maintenance they were pre-positioned in trap locations in anticipation of trigger effect. These are essentially invisible monsters whose sole purpose is to cast a trap ability on you. Each of them possesses all trap abilities at once (explosion, lure visual effect, enervation debuff, silence/pacification debuff, and toad debuff). Therefore you can not predict the type of trap by looking at them.
After the maintenance they are positioned in the centre of PotD zone at (0,0,0). When you step into a trap, the server tells one of them to teleport to the trap location and cast a corresponding trap ability.This is the same method that is used for implementing raid mechanics where it seems like boss is casting several abilities at once and targets multiple players. In fact, there are several invisible copies of the same boss and each of them casts a single ability. For example, there are multiple copies of ‘Bahamut Prime’ in T13, two copies of each ‘Spiked Bomb’ in A5S (to emulate cross-shaped AOE), and so on.
There’s a very simple proof that traps are now evaluated server-side. Initiate a lag spike of 1 second and step into a visible trap.
- If the trap is client-side, it will be triggered immediately.
- If the trap is server-side, it will be triggered 1 second later.
If you want to try it out, please follow these steps:
- Download Clumsy utility: clumsy 0.2
This is a tool for emulating lag spikes. - Find the IP address for your server: FFXIV Server Status
- Open config.txt file of Clumsy.
- Add the following line to the end:
Balmung: ip.DstAddr == 199.91.189.30 or ip.SrcAddr == 199.91.189.30
Replace the server name and server IP with your own. - Launch Clumsy (but don’t start it yet).
- In the list of presets, select your newly created config.
- Enable Lag option and setup Delay for 1000 ms.
- Press Start in Clumsy.
Verify that you are now experiencing lags by casting an ability or spell and observing the delay. - Press Stop to disable lags for now.
- Enter Palace of the Dead.
- Find a Pomander of Sight and use it.
- Step next to a trap.
- Press Start in Clumsy and verify that you experience lags again.
- Step into a trap.
- Observe the delay before the trap is actually triggered.
- Enable
Show -> All
in Miqobot’s 3D Radar and notice that one of the ‘Trap’ entities has teleported to the trap location.
However, if you have any proof of the opposite, please share with us!
We want the traps back on 3D Radar as much as you do, and we would gladly investigate any additional information you provide.Yes, this feature is already in development š
You can find more information in these threads:
DirectX 9 Support
Please DX9 asapThank you for your request very much!
Mimics and exploding coffers are displayed exactly as before.
The only downgrade is floor traps.
Yes, from now on they are handled server side and are no longer visible on Potd Radar unless you use Pomander of Sight. After using Pomander of Sight, traps behave the same way as before. You are still able to see them through the walls and read their names from several rooms ahead (in order to plan Landmine usage).- Prior to maintenance, Pomanders of Safety were useless when using Potd Radar.
- After the maintenance, you have to carefully manage both Safety and Sight in order to avoid traps, as Miqobot is no longer capable to cheat.
We continue the investigation and we will share any useful information that we find.
Miqobot is upgraded for game hotfixes on Nov 15. There is no need to redownload anything.
We have confirmed an issue with PotD Radar. According to latest game patch notes:
Ā·Certain processes used in āthe Palace of the Dead: Deep Dungeonā have been modified as a preventative measure against illicit activities.
As a result, it is no longer possible to detect traps without using Pomander of Sight. We are investigating whether the damage to this feature is permanent.
Accursed Hoards are still visible without Pomanders of Intuition as before.
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