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Ok… See, I’m still confused here. I get to the end of the first 30 minutes of fishing and my toon just stands there with his rod out while Miqobot asks me why the teleport button isn’t available. I have Hook on my bar. I don’t know how to fix this. Suggestions?
**I’m currently using the Modification with the macro for waiting 10 seconds for blue crabs**
/micon “Cast”
/ac “Cast” <wait.10>
/ac “Hook”
/echo <se.2>That sounds like you don’t have the “Quit” Skill on your hotbar. So miqo cannot stop the fishing process.
Very needed that option for minmax output.
We will do it, but it will take time.
Until then, please use the workaround describe above.I’ve been using this workaround aswell and it’s working totally fine.
Also as an addition there are at least two different use cases for a “no AoE”-Setting:
1. You want to maximize your dmg on a single target = AoE-Attacks still can be used as part of single target “rotation”
2. You do NOT want to do any AoE at all to for example prevent an add dieing before it needs to die. (Like Mandragoras in Treasure Hunt or spiny in Garuda EX, etc.) = This would impact your single target ruleset aswell on classes like MCH, RDM, DNC, WHM, etc. as specific skills needs to be cut out.Is there any way you can translate this into English for us scrubbies.
What do you want to be translated exactly? The Scenario should work in any client language. The only things which could be translated are item names in comments, teleport locations and grid names. All which does not depend on client language to work at all.
The order of items, if that is your concern, is the same as they are mentioned in my first post:
(from chapter 1-12 and 13-24)
– Wattle Petribark
– Solstice Stone
– Hard Water
– Silver Beech Log
– Dolomite
– Raindrop Cotton BollOn that topic I thought a lot about creating Scenarios for unsynced dungeons and I would like to suggest a few functions, which would let us create reliable dungeon scenarios in my opinion and might be easier to implement and more flexible than a single optimized dungeon:
1. queueForDungeon
Let miqo queue yourself up for a dungeon/trial and accept the invite, if the following requirements are met:
– Unsynced option is ticked
– A dungeon is already chosen (might be redundant, as the queue button wont allow to queue, if no dungeon is selected)2. interactWithObjectByName
Target an object with the given Name (maybe allow partial match with an additional argument), go near it if needed and it’s close by and interact with it.
– That will not include handling of any potential dialog or port thats coming up after this.
– Should have an option to say if Scenario flow should break or not, if Object is not found. Maybe also an option how long miqo will search for it.Those are the things needed to reliable queue up for a specific dungeons and interacting with porters/doors/chests etc. I think those are easy things to implement and can serve as a base to create Scenarios for unsynced dungeon runs, without straining resources too much.
KO-Checkpoints and CatchUp functions are already there and can be used easily here to also handle the shortcut in case of death.Additionally to make the fighting parts a lot smoother, there could be those things:
3. repeatChapterWhileInFight
Let Miqo repeat the same chapter if the player is in fight
-> It could be possible to use a combination of target hotkeys and combat macros with sendKey/sendIcon in here. With this, most lower level dungeons could be done solo, because the mechanics in there doesn’t deal a lot of damage but the player will almost one shot any enemy and being in fight and out of fight are good indicators where your progress is at.That would be already enough I guess, but it could be even better with those 2 functions:
4. toggleCombatAssist(on/off)
Turn on combat assist, turns off automatically after scenario ended
– For this it needs to be possible to let combat assist run, while scenarios are running. Maybe even need to turn off combat assist when any scenario starts as a safety measure. I know it’s not meant to be used in scenarios, but I didn’t want it to be unmentioned.5. waitWhileInFight / targetEnemyWhileInFight
Wait til the fight is over / When no target and in fight try target an enemy, finished only when not in fight.
– Give the possibility to let the combat assist runI think most dungeons become possible to create scenarios for with only the first 2 or in best case 3 functions. 4 and 5 would be the icing on the cake.
I don’t know if there is anything else which would be a big problem (except maybe objects which needs to be interacted with quickly), but I think it would be nice to have those functions available.Not sure if this is default config, but there is a keybind for that, which I am using for turning in coffee biscuits aswell.
Try:key(num*, 0) // open context (=right click) key(num0, 0) // choose item
- This reply was modified 3 years, 3 months ago by Nekro.
One point of detail: quicksynth gives you minimal xp for each craft. I personally prefer to have the bot craft for me even on level grinding, especially since HQ gives more XP and FC credits, not to mention sells higher.
True, but sadly it’s slower for leveling. If you manage to produce the full quality bar on your own (without HQ mats), you will get an additional 300% exp, so 4 times the normal value.
With how fast quicksynth has become and how cheap the first materials are for the ingot or wood recipes, you basically hit level 20 in no time. And from there Ishgard is sadly far superior to any other leveling method, in terms of speed and complexity.There seems to be a minor bug while crafting in a Scenario.
When using
setCraftRecipe()
+craft()
function while you have your crafting log opened with an older search, Miqo will overwrite the input with the Search Tearm provided to the function, but wont wait, til the window has actually refreshed.
This will initiate one more craft of the older search.
It sometimes happens to me, when I am crafting mutliple things and pressing next, when I feel I have enough of a specific item. Miqo will then proceed, but first craft one more before going to the next one, because the next action is alsocraft()
and the previous craft was interrupted and didn’t closed the log.
Just a minor thing as it requires, that you have the search log opened and your scenario doesn’t have anything in it, which closes the log (likejob()
) and you need to be on the correct job + having the items in inventory of the searched item. But it is probably unexpected in this specific case. For example, when you searched for something which needs valuable items and it might botch, ’cause your macro wasn’t meant for it.Example Scenario (needs Copper Ore at least 18, if pressing next on the 5th copper ingot craft):
job(GSM) // will close the log, which prevents that bug solverPreset(recommended) // First Recipe setCraftRecipe(Copper Ingot, 1) craft(5) // Press next here while in a craft or directly after successfull craft // Second Recipe, just use this part, while having a search opened in crafting log, same result, as if pressed next on the previous craft setCraftRecipe(Copper Rings, 1) craft(5)
If you are already finished with Heavensward, the fastest way to leveling is basically rushing to 20 and doing ishgard:
– speed to level 20 with ingots or similiar, where you can just buy the materials from the vendors nearby your guild and doing quicksynths
– Buy gear for level 20 from NPCs
– Then go to Isghard, stock up on materials for the level 20 collectable recipe for your current job (buy it from marketboard or gather yourself in Diadem)
– Go into the bot on the crafting tab.
– You can either use the recipe solver (use
checkbox ticked) or enter your own rotation (use
checkbox unchecked). Then let it craft for around 5-10 items and turn those in, to get some level ups, which makes the crafting easier.
– Update your rotation or let Miqo solve it again and craft a lot more, til you reach level 40 with your turnins
– Repeat the collectable crafting for the next recipes (probably getting gear from vendors again), til you hit 80
– Repeat all those steps for every crafter.This is by far the least complex and fastest method. Doing leves can be viable aswell, but Miqo can only assist you at the crafting and gathering part and you need to switch places more often for gathering and turnins, also you have a limit on your allowances.
There is no native support for just using it, whenever it is available, but you could create multiple rotations and use a simple Scenario to achieve that.
1. Create a gathering Preset (GP-Item), with the grid selected and the names of the items you want to gather. (Do not use any brackets for the name filter, just the item names, so a rotation is always used).
2. Create Rotations:
– (GR1-800GP): HQ+30%, Yield+2
– (GR2-0GP): Hit Once x5, HQ Boost to 100%3. After that, create your Scenario (lines with
//
in front of it, are comments and wont be executed)://Select Gathering Preset, which includes Grids, Item names, etc. gatherPreset(GP-Item) //Overwrite Rotations and add multiple //They are chosen based on your current available GP rotationIfGP(GR1-800GP) rotationIfGP(GR2-0GP) // Start gathering for 100 nodes gather(100)
Then just hit start and it will always use Deep Vigor, if the gathering node has that many gathering attempts. You could also add more stuff into a Scenario like changing to the job (
BTN
for Botanist orMIN
for Miner) and teleporting to your destination:job(BTN) teleport(destination)
for more info on this look into the
?
-Button on the Scenario-Tab4. (optional) you could create 1-2 more rotations to use a one time yield+ after you used the HQ Boost
– (GR3-100GP): “Hit Once” x5, “HQ Boost to 100%”, “x1 Yield +1”
– (GR4-200GP): “Hit Once” x5, “HQ Boost to 100%”, “x1 Yield +1”, “Hit Once”, “x1 Yield +1”rotationIfGP(GR3-100GP) rotationIfGP(GR4-200GP)
This way you probably rarely use your 800GP Rotation anymore though, because once you will get to a node, which can trigger Deep Vigor, miqo will use the GP to increase the yield for the boosted items.
Hi all,
I have tryed searching to no avail, is it possible to make the bot gather item’s equally? […] if i need all the item’s do i need to make 3 seperate profile’s which is abit tedious?Currently there is no equal gathering. However you can avoid creating 3 presets for most items and can start an equal amount of gathering attempts, by trying
gatherSlot()
. So let’s assume the items have a fixed slot everytime and are always reachable (not hidden or rare), you can go like this:gatherPreset(presetName) // Jade gatherSlot(1) gather(20) // Zircon gatherSlot(2) gather(20) // Shards gatherSlot(3) gather(20)
of course you need to fill in the real slot numbers.
If you don’t need anything specificly set from the gatherer preset, you also could omit it and just use the grid.grid(gridName) gatherSlot(1) gather(20)
Important: If you are using a gathering preset always mention it first, before you are using things like
grid
orgatherSlot
etc. Else the preset will overwrite those settings.Previous posts from Miqobot indicates that it is possible to shift between two feature packs between development cycles.
So my vote would be cycling between:
– 3. Quality-of-Life updates
– 2. Scenario Engine updates
with QoL being first. I would be fine aswell, if there is no switching and QoL will be worked off in one go.The things I would like to see prioritized from the given lists:
QoL:
– Automatic pause for chat (all features). – Scenario editor improvements. – Toggling AoE rotations for Assist Mode. – Crafting rotations designer. – Inventory management.
Scenario:
- Smart food and manuals usage. (I think that includes medicine for crafters?) - Vendor NPC interactions. - Assigning retainer ventures. - Retrieving items from retainer.
can someone help a newb out? Just started with miqobot, have imported this scenario. Trying to run it, but my char is just running around limsa lominsa and getting stuck….not sure what all i have to do…do i have to kick off in one of the areas?
At first you need to ensure to have every skill you need on your hotbars that for example includes: Teleport, Changing Jobs to Miner or Botanist, Repair, Materia Extract etc.
Also from the sound of it, you probably started in the gathering tab, which is not the scenario itself. The Scenario is in the scenario tab and you can start in every chapter (the numbers in the slim middle column here) and everywhere you can teleport from.It’s meant to wait for the next gathering node to come available, so you need to find the chapter to start on yourself.
In my version there is a “waiting” chapter and a “gathering” chapter. So if for example you want to start at 03:22 Eorzean Time (ET), you will then look up for chapter 5. This is a waiting chapter before the node for water becomes available at 04:00 ET. If you want to start with gathering water and it’s maybe already 04:30 ET, you can go to the next chapter (6), to start the gathering.Once you’ve found the entry point and started it, it’s working from alone. If something produces an error, Miqo will normally tell you in the box below. For example the line
teleportIf(Unterkunft, 2)
in all waiting chapters will teleport you to the second estate you have in your list. If you don’t have at least two, this will produce an error and will break the scenario. You are meant to adjust this to your needs, by either specifying your own afk/waiting point or just removing the line, etc.Every line which starts with an
//
will be a comment (which means not getting executed). With this you can for example disable the teleport line to your estate, if you don’t want to delete it.Also ‘uwu’ made a less cluttered version of it, which also got rid of the teleport to your estate, if you prefer that: https://miqobot.com/forum/forums/topic/scenario-5-4-legendary-nodes-materials/#post-25341
I would like to voice moving this up in priority as they said when 6.0 hits they will be nerfing unsyched so might not even be an option after that
If I remember correctly, they said they would adjust the damage and HP numbers from players and contents in the level range of 50-80. They wont touch contents below level 50. This means that unsynched content in the range of 50-80 will be almost the same difficulty with a level 80 char, but contents below 50 a little bit harder, because your numbers doesn’t increase that much from 50 onwards anymore. However that probably wont be that big of a deal, as the max level will be increased to 90 with the same patch aswell.
Assist Mode is not designed for automatic activities, therefore it is not available in Scenario Engine.
While I understand that, I would wish aswell to just be able to toggle it off and on during a scenario, so I for example could spam the “target nearest enemy”-key and try to do some dungeons unsync for myself with a custom scenario. Due to going in unsync makes a lot of mobs onehit and mechanics a lot less lethal, I think it would be opening a lot of possibilities for scenarios with dungeons (maybe also anima-related dungeons). The navigation already allows for angles so reliably hitting specific interactables in dungeons is easy. If it is a security concern to not expose people, I would be fine aswell, if the combat assist always turns off on scenario stop/end to not let it on accidentally.
In that regard I would also like to suggest a scenario function to hit the “queue” button (or whatever it is called) and after the window opened accept. Then you can preselect unsync setting and the dungeon and let the scenario run without fiddling with key() inputs. Maybe just allow this function if the unsync setting is active (with garuda unsync the check for this is already there, I guess) and break otherwise.
I would love to see that.i think you miss understand me “– Collectable Gathering revamp” should have been lumped with the “– Gathering updates” to begin with its gathering… but point is that its only the “gathering collectable’s”( – Collectable Gathering revamp) that they are fixing right now or trying to??? its not important becuse we already have several diffrent ways to make it work with out it so why even waste time on “– Collectable Gathering revamp” ? when they could do something more useful like more dungeons or really just about anything else is more important, point is that it should have been lumped with the “– Gathering updates”
I hardly disagree here. At first yes, the “Revamp” means fixing the already existing feature to work with the new system and status, while the “Gathering Updates” are features and changes suggested from the community over the time. Those are different things.
In general I think it would be annoying if existing features which worked before wouldn’t be fixed because “there is a workaround”, which I think is really good don’t get me wrong, but it’s just that, a workaround, with the same problematics as any key-related scenario. Any mouse movement can interrupt it, in worst case even completely stop her from doing anything as she for example finished the macro and trying to collect, but you are over the buff-action hence locking her into “Hitting that poor node” forever. Next to that I think it’s really slow and ofc also can’t react to conditions (which might also be adjusted or buffed by SE in the future). In the end you maybe could get to the point where you need to chain workaround to workaround later with similiar things, if it doesn’t get fixed now.
So even if it would take more than 1 or 2 development weeks, I would still think that fixing this should be the most important priority currently. Though it doesn’t seem to be that case, as it seems to be “almost complete”. So it probably will be fixed in a short time after the break of the devs anyway. -
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