YandeRainy

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  • in reply to: Scenario Collectibles? #24486

    YandeRainy
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    0

    The most recent version of the scenario engine unfortunately has a small regression in which Miqo can’t automatically deliver collectables now, because patch 5.3 changed how turn ins work. The command is temporarily disabled as a result.

    You can comment out the deliverCollectables() text elements by putting // in front of it, like so.

    //deliverCollectables()

    This will tell Miqobot to skip over the command. Scenarios should still work fine otherwise, however.

    What you’ll need to do is either make sure you have more available inventory space, or manually turn in collectables every hour or so until the scenario engine gets updated to support the new turnin system.

    in reply to: A useful Plugin for even safer Miqobot usage #23129

    YandeRainy
    Participant
    1+

    The ffxiv quick launcher itself will let you create a discord bot that relays chat into a discord server. You can even separate it by the type of chat, so only tells, only FC, both of them, or one in one channel, one in the other channel.


    YandeRainy
    Participant
    0

    Tiny bug, but the mouse over tooltip for the new checkbox to add the Eulmore repair has the same text as the Craft as Collectable checkbox.

    Also, when I try to Update Grid list, I get redirected to log in with google for some unfamiliar app.

    • This reply was modified 3 years, 10 months ago by  YandeRainy.
    in reply to: I am being followed feature #8392

    YandeRainy
    Participant
    0

    Maybe a scenario command could be added to address the issues with things like Unspoiled nodes? So that way you could set up a scenario with something like:

    //Trilium - 5:00
    teleport(Hawthorne)
    gatherPreset(cordial mats+)
    >followCheck(False)<
    
    job(BTN)
    grid(RosemaryTrillium+)
    randomWaypoint(25,31,32)
    afkUntil(5:00ET)
    gather(1)
    
    //Aloe - always
    teleport(Little Ala Mhigo)
    gatherPreset(aloe+)
    >followCheck(true)<
    
    job(BTN)
    grid(Aloe+)
    waypoint(17)
    >followCheck(false)<
    gather(4)

    The idea being that in the scenario, you define whether or not it’s active. In this example, it teleports to an unspoiled node, waits, and doesn’t check for other players because you expect them to be nearby. However, this hypothetical also turns it on during the travel time to the waypoint specified in order to check if someone is following during your travel time, which is much less common.

    That way it’s up to the individual to create scenarios to check to see if they’re being followed in places that don’t make sense to just stumble on others with. Just my two cents.

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