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Maybe because of compass. Arbor Call points to the closest node in terms of linear distance. But it may be different in terms of your navigation route. Ive seen it a few times but never bothered tbh. Is this an issue to you? If you want i can take a look at your grid and see if it can be optimized.
August 23, 2017 at 12:58 pm in reply to: [Scenario] SB Miner/Botanist Aethersand Ephermal Nodes #5135Yes it would. I didnt think about readability back then so it looks ugly. You can split lines for comfortable editing:
miqo += "solverPreset(NQ)\r\n"; miqo += "nqhq(balanced)\r\n"; miqo += "reclaimOff()\r\n"; miqo += "craftCollect(off)\r\n"; miqo += "\r\n";
\r\n is just two characters making a new line (\r is Carriage Return, \n is Line Feed)
Youre right. It doesnt work anymore. Just tried it and failed many times myself. Seems like theyve changed the physics engine in 4.0 and theres no way around that. That sucks.
Anyway i dont think Miqo can help. Jumping puzzles in this game are random and annoying. With the same key combination you will get different results each time. Unless you inject some code to alter the physics theres nothing left to do. Btw found a bug report at official forums: http://forum.square-enix.com/ffxiv/threads/340945-Sightseeing-Log-009-%28Leatherworkers-Guild%29-Impossible-to-Reach-in-4.x
But its been moved to Unable to Verify. Guess it wont be fixed anytime soon.Try lowering your FPS: https://www.reddit.com/r/ffxiv/comments/6ic4f5/sightseeing_log_9/
I remember doing this some time ago and it worked. -
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