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Doctor

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  1. I'm almost done with my first pass through all the sectors, but tonight saw some new stuff I haven't seen before. 1. Did you know Mercury has ring-hulk fields? I've not seen those anywhere else. Note: A decent number of those fields are highly vertical, as in, hulks/roids may be between Z: 15 and Z:-15. I pulled 700 Debris out of Mercury alone. 2. Pluto and Charon has an INSANE amount of ore in it. Most Sectors have around 250 roids in them. P&C? Nearly 600. Ho.lee.schitt. Also, probably one of the best places for Disco in the game. Most of those circles are 30-60km in diameter. I would not be surprised if there are some P&C fields I missed. I have a 22k scan range, but that only does so much. Also, some of the fields are highly vertical, like 15KM above or below the plane where the navs are.
  2. Sure. I have 4-5 Bolas, do you want more than 1? For anyone who finds this thread, they drop pretty often from the high level Zenshai in Rag.
  3. ChastityLynn posts in game about giving away good stuff. I'm not on enough for that, and when I am on, I'm doing something. I work better when interrupt driven. To that end, I have a few things that are hard to come by / rare, and I don't need. Thus, I'm making this post to list them as available. If they're listed here, I should still have them, or I forgot about this thread in the (probably months) between posting them here and someone claiming them. Unless otherwise noted, all these items are looted and printable. Message me here and tell me when you normally play. Without further ado: Reactors Inferno V Inferno VI Weapons Rifle VIII Rare drop from Voltoi. I'm only interested in giving these away to people that need the lvl 8 print, if you plan to rip them...no. They're too rare for that. ML-X11 "Bolas" Mk. IX Tolerance Mk. VIII Petit-Grand Ogun Executioner's Hand Zenshai Power Cannon Zenshai Energy Motivator Oya du Jaund Devices Basilisk's Dire Torrent (lvl 8 ) Basilisk's Dire Gale (lvl 7 ) Wyvern's Fell Strike (lvl 6 ) Gorgon's Dire Gaze (lvl 7 ) Manticore's Dire Agony (lvl 7 ) Manticore's Dire Anguish (lvl 8 ) Harpy's Dire Avarice (lvl 7 ) --also have lvl 2/4 version Roc's Dire Celerity (lvl 7 ) Laser Scope Quinque Engine Dragonflight Silver
  4. Ceres/Thule also has an extra space at the end.
  5. Server's in a wonky state. It's up, but group buffs aren't loading. Mining/freewarp appears to be infinite (or far beyond normal energy limits) Mining causes the reactor bar to fully drain, then instantly pop back once the item is extracted. Cloaking appears to be infinite (or very long) Sector backgrounds are not (always) loading Some people are reporting the group frame (where group members are shown) is also gone. It's apparently been like this for 3-4 hours at least.
  6. Right, I should explain. So, because of how many slots of ore exist per level, I have 5 vault characters for raw ore, and 2 for refined (not all refined is useful, so you need less). Then I have 5 more 'staging characters'. Those are the 5 TTs that fly with my JE so I can use them as mules while mining. So, the flow of ore/hulk stuff is like this: Roid -> JE -> Staging Character (until full stack) -> Vault character (until reserve quantity met) -> Refining character -> (2 possibles; selling character or refining vault). I don't really like the idea of having 'staging characters', but I'm not about to level up 5 more TTs from lvl 0, so...meh. Oh! And for the Hulk stuff, prototype gear specifically, I have a way to only save the (customizable) 120%+ quality stuff. In my case, weapons have to be at least 120% quality to get saved, and shields/reactors/engines can be 100% or better. But those are variables in the script and easy to change/customize.
  7. I'm still working on the ore move script (like everything, the devil is in the details...and there's a LOT of details). But here's an example of why I'm writing it... For char Dolladolla slot1 - Moving 300 Abyssian Dust in slot 0 to Doctorts For char Dolladolla slot2 - Moving 300 Celestial Ore in slot 7 to Doctorts For char Dolladolla slot3 - Moving 300 Conorite in slot 10 to Doctorts For char Dolladolla slot4 - Moving 300 Cupidite in slot 12 to Doctorts For char Dolladolla slot5 - Moving 300 Duplium Ore in slot 16 to Doctorts For char Dolladolla slot6 - Moving 300 Emperion in slot 19 to Doctorts For char Dolladolla slot7 - Moving 300 Helvatha in slot 21 to Doctorts For char Dolladolla slot8 - Moving 300 Idunium Ore in slot 25 to Doctorts For char Dolladolla slot9 - Moving 300 Inderite in slot 27 to Doctorts For char Dolladolla slot10 - Moving 300 Khnumium Ore in slot 32 to Doctorts For char Dolladolla slot11 - Moving 300 Leonite in slot 34 to Doctorts For char Dolladolla slot12 - Moving 300 Leonite in slot 36 to Doctorts Actual sending disabled. For char Dolladolla slot1 - Moving 300 Neutronium Ore in slot 41 to Doctorts For char Dolladolla slot2 - Moving 300 Pyrrhotite Gneiss in slot 46 to Doctorts For char Dolladolla slot3 - Moving 300 Raw Charybdis Voidstone in slot 50 to Doctorts For char Dolladolla slot4 - Moving 300 Raw Diamond in slot 52 to Doctorts For char Dolladolla slot5 - Moving 300 Raw Firerock in slot 56 to Doctorts For char Dolladolla slot6 - Moving 300 Raw Firerock in slot 57 to Doctorts For char Dolladolla slot7 - Moving 300 Raw Galactic Rimstone in slot 60 to Doctorts For char Dolladolla slot8 - Moving 300 Raw Hadecite in slot 61 to Doctorts For char Dolladolla slot9 - Moving 300 Raw Meteoric Diamond in slot 63 to Doctorts For char Dolladolla slot10 - Moving 300 Raw Meteoric Diamond in slot 64 to Doctorts For char Dolladolla slot11 - Moving 300 Raw Mica in slot 66 to Doctorts For char Dolladolla slot12 - Moving 300 Raw Scyllan Diamond in slot 68 to Doctorts Actual sending disabled. For char Rejecca slot1 - Moving 300 Andromesite in slot 2 to Doctorts For char Rejecca slot2 - Moving 300 Charon's Dust in slot 8 to Doctorts For char Rejecca slot3 - Moving 300 Gold Ore in slot 15 to Doctorts For char Rejecca slot4 - Moving 300 Hades Blood in slot 17 to Doctorts For char Rejecca slot5 - Moving 300 Hades Blood in slot 18 to Doctorts For char Rejecca slot6 - Moving 300 Hafnium Ore in slot 20 to Doctorts For char Rejecca slot7 - Moving 300 Halon in slot 22 to Doctorts For char Rejecca slot8 - Moving 300 Krypton in slot 26 to Doctorts For char Rejecca slot9 - Moving 300 Radium Ore in slot 37 to Doctorts For char Rejecca slot10 - Moving 300 Radon in slot 39 to Doctorts For char Rejecca slot11 - Moving 300 Raw Anthenicite in slot 41 to Doctorts For char Rejecca slot12 - Moving 300 Raw Charon Crystal in slot 45 to Doctorts Actual sending disabled. For char Shogunfive slot1 - Moving 300 Anubium Ore in slot 1 to Doctorts For char Shogunfive slot2 - Moving 300 Argon in slot 3 to Doctorts For char Shogunfive slot3 - Moving 300 Argon in slot 4 to Doctorts For char Shogunfive slot4 - Moving 300 Cobalite in slot 14 to Doctorts For char Shogunfive slot5 - Moving 300 Fluorine in slot 16 to Doctorts For char Shogunfive slot6 - Moving 300 Fluorine in slot 17 to Doctorts For char Shogunfive slot7 - Moving 300 Fluorine in slot 18 to Doctorts For char Shogunfive slot8 - Moving 300 Neon in slot 30 to Doctorts For char Shogunfive slot9 - Moving 300 Neon in slot 31 to Doctorts For char Shogunfive slot10 - Moving 300 Raw Alexandrite in slot 36 to Doctorts For char Shogunfive slot11 - Moving 300 Raw Lapis Lazuli in slot 46 to Doctorts For char Shogunfive slot12 - Moving 300 Raw Malachite in slot 48 to Doctorts Actual sending disabled. For char Dolladolla slot1 - Moving 300 Raw Tincal in slot 69 to Doctorts For char Dolladolla slot2 - Moving 300 Raw Voidgem in slot 71 to Doctorts For char Dolladolla slot3 - Moving 300 Stojsavline in slot 74 to Doctorts For char Dolladolla slot4 - Moving 300 Stygian Blacksand in slot 76 to Doctorts For char Dolladolla slot5 - Moving 300 Stygian Blacksand in slot 77 to Doctorts For char Dolladolla slot6 - Moving 300 Vaneon in slot 83 to Doctorts For char Dolladolla slot7 - Moving 300 Vaneon in slot 84 to Doctorts For char Dolladolla slot8 - Moving 300 Wexeon in slot 88 to Doctorts For char Dolladolla slot9 - Moving 300 Yunieon Gas in slot 91 to Doctorts Actual sending disabled. For char Dolladolla slot1 - Moving 300 Ambrosia Crude in slot 95 to Eightnineore For char Dolladolla slot2 - Moving 300 Boragon in slot 93 to Eightnineore For char Dolladolla slot3 - Moving 300 Emperion in slot 18 to Eightnineore For char Dolladolla slot4 - Moving 300 Minosium Ore in slot 38 to Eightnineore For char Dolladolla slot5 - Moving 300 Persephonite in slot 44 to Eightnineore For char Dolladolla slot6 - Moving 300 Vanirum Ore in slot 86 to Eightnineore Actual sending disabled. For char Dolladolla slot1 - Moving 300 Apollonite in slot 3 to Sixsevenore For char Dolladolla slot2 - Moving 300 Demeter's Tears in slot 14 to Sixsevenore For char Dolladolla slot3 - Moving 300 Horusium Ore in slot 24 to Sixsevenore For char Dolladolla slot4 - Moving 300 Iridium Ore in slot 29 to Sixsevenore For char Dolladolla slot5 - Moving 300 Iridium Ore in slot 30 to Sixsevenore For char Dolladolla slot6 - Moving 300 Raw Eye Stone in slot 54 to Sixsevenore For char Dolladolla slot7 - Moving 300 Tantalum Ore in slot 79 to Sixsevenore Actual sending disabled. For char Greedincarnate slot1 - Moving 300 Diridium Crystal in slot 9 to Doctorts For char Greedincarnate slot2 - Moving 300 Diridium Crystal in slot 10 to Doctorts For char Greedincarnate slot3 - Moving 300 Raw Amethyst in slot 31 to Doctorts Actual sending disabled. For char Greedincarnate slot1 - Moving 300 Raw Topaz in slot 41 to Lvloneore For char Greedincarnate slot2 - Moving 300 Raw Topaz in slot 42 to Lvloneore Actual sending disabled. For char Rejecca slot1 - Moving 300 Adamantine Ore in slot 0 to Sixsevenore For char Rejecca slot2 - Moving 300 Discordite in slot 13 to Sixsevenore For char Rejecca slot3 - Moving 300 Osirium Ore in slot 31 to Sixsevenore For char Rejecca slot4 - Moving 300 Raw Flawless Ruby in slot 49 to Sixsevenore For char Rejecca slot5 - Moving 300 Raw Flawless Ruby in slot 50 to Sixsevenore For char Rejecca slot6 - Moving 300 Stygian Blackwater in slot 66 to Sixsevenore For char Rejecca slot7 - Moving 300 Stygian Blackwater in slot 67 to Sixsevenore For char Rejecca slot8 - Moving 300 Stygian Blackwater in slot 68 to Sixsevenore For char Rejecca slot9 - Moving 300 Stygian Blackwater in slot 69 to Sixsevenore Actual sending disabled. For char Rejecca slot1 - Moving 300 Raw Heartstone in slot 52 to Doctorts For char Rejecca slot2 - Moving 300 Raw Icy Pearl in slot 54 to Doctorts For char Rejecca slot3 - Moving 300 Xenon in slot 77 to Doctorts For char Rejecca slot4 - Moving 300 Xenon in slot 78 to Doctorts For char Rejecca slot5 - Moving 300 Zalmoxium Ore in slot 80 to Doctorts Actual sending disabled. For char Rejecca slot1 - Moving 300 Brood Oil in slot 6 to Fourfiveore For char Rejecca slot2 - Moving 300 Hawkinsite in slot 24 to Fourfiveore For char Rejecca slot3 - Moving 300 Raw Skystone in slot 57 to Fourfiveore For char Rejecca slot4 - Moving 300 Rhodite in slot 63 to Fourfiveore For char Rejecca slot5 - Moving 300 Titanium Ore in slot 73 to Fourfiveore Actual sending disabled. For char Shogunfive slot1 - Moving 300 Vanadium Ore in slot 64 to Doctorts Actual sending disabled. For char Shogunfive slot1 - Moving 300 Meteoric Sand in slot 28 to Fourfiveore For char Shogunfive slot2 - Moving 300 Solar Sweet Oil in slot 53 to Fourfiveore Actual sending disabled. For char Shogunfive slot1 - Moving 300 Raw Citrine in slot 41 to Twothreeore For char Shogunfive slot2 - Moving 300 Star Iron Ore in slot 55 to Twothreeore Actual sending disabled. The script runs in multiple phases. Moving partial stacks to the staging characters, Moving full stacks or raw ore on the staging characters to the vault chars, then any excess to the designated 'Refining' character (doctorTS in this case) This is what is shown above. If you look for Emperion you can see this balancing behavior in action. I want to keep 300 in reserve on my vault, and any extra gets refined and either sold or saved (see step 3). Despite the doctorTS line printing first, it actually did slate a stack for the vault character (Eightnineore) first, but so few stacks went to the vault vs needing to go to doctorTS that the doctorTS batch ended up 'sending' (this is in debug mode, so it didn't actually move it) first. Moving refined items to their vault(s) or the designated Sell Character (someone with Negotiate 7 :D) In reality, it would never be able to do all 3 in one pass. You'd have to log in between phases 2 and 3 and actually refine the ore. Also, the only way to collapse stacks is in-game, so that remains a manual step. But still...if you sit and count, that's 66 stacks of ore for DoctorTS to refine. And to know that I needed to move those 66 stacks I would have to check *at least* 5 different inventories. This tool is SO much less mental work. yay. Oh, and the fact that it's breaking up into little transfers of 5, 1, 2, etc, that's because it's honoring the portal rules and treating each source:destination pair as unique. So it will do batches of 12 when it can, and when it can't, it will do as many as it can. I haven't actually tested whether the API supports more than 12 items, having one send from a single source go to multiple dests, and various other things like that...I don't plan to. Or if I do it will be purely to sate my curiosity. I imagine the handler is robust against such non-typical uses. But I also admit to raw curiosity. And, yes, it works with hulk contents too. In my use case, Bogeril stuff goes to one character, and then I have separate vaults for Prototype Weapons/shields/reactors/engines. I also have regional vaults for various turn-ins (so Terran space suits go to Earth, Progen ones go to Mars, as do all the Gene Maps, etc). Because of how it's designed, it would not be particularly difficult to change it to be able to move ore in bulk. So if you have a TT making 100s of stacks of ammo for alts, this could also automate moving that, with minor effort. And yes, Stygian Blackwater is INCREDIBLY abundant. P.S. Yes, I say 'automate'. It's semi-auto. You have to manually trigger it, and do other manual stuff around it. It's automatic like a semi-auto handgun is automatic. You still have to do manual stuff to make it go bang.
  8. For such things, I've honestly found chatGPT to be a huge time saver. I'd never touched javascript before (but I had programmed in other languages) and it was able to teach me enough javascript to make something work. It's also saved me a lot of time writing autohotkey functions because it can type *way* faster than I can, and I can generally tell it "do X" and know X is possible. But like, it can teach a lot of things as well as your average school teacher (meaning it also, like the human, gets stuff wrong). It has infinite patience (in my experience anyway) so it's actually pretty decent at helping troubleshoot stuff. It is FAR from perfect though. As for meta tasks, idk, maybe pick your favorite sector and make sure every drop in the wiki is up to date. Maybe bring all 6 damage types and find out which resists are *actually* the weakest for each mob. ...I'm not very creative. I'm sure you'll figure something out.
  9. I can't speak to solo raiding. I know some raids specifically (Controller?) got changed to make solo-raiding impossible. Others will have to chime in on that. Keybind copy: Not sure. The keybinds are stored in a flatfile in the install directory, but each file is set per-character, and...yeah, idk. To target asteroids I just hit 'x' (target nearest object) and d/c (next closest/farthest) to cycle through targets. Autohotkey is best for juggling multiple clients. I have a simple F2 loop {meaning push F2 to activate} (look in the main AHK thread for my functions) that will cycle through all windows, target the group leader's target, and fire all guns. I also added in a way to activate specific skills on specific characters. Though, some are kinda wonky (shield sap will NEVER activate if G-link is pressed within 1 second of it, for...some bloody reason). Also, before you try to use ControlSend, Westwood appears to have completely disabled input to the game client (outside of bringing the window into focus) when the window is out of focus, so sending instructions to a window that is NOT the active one appears to be impossible. If you figure out a way how to, do tell! And yeah, I have 1080p monitors, but when multiboxing I play with 3 720p windows per screen (2 up top, one centered in the bottom). I can't see the entire window, but I can see the shield bars and current target of every char. Look at the "FPS Cap" thread for how to use Reshade to enable Vsync and thus make your multiboxing easier (without that the game tries to render at around 1000 FPS)
  10. The end-game loop that Westwood envisioned was: Acquire raid gear Take hull damage acquiring other raid gear (combat was balanced around hull taking, and hull tanking eventually results in quality loss) Re-run old raids to acquire degraded gear For others of us, we build tools. Codemonkey and Winlander have been working on formatting/adding content to the wiki (as well as MANY others who added content in the 5+ years since its founding). I am working on a mapping tool that will show where all the ore fields, grav wells, mob spawns, etc are. I wrote an autohotkey script that simplified FN-NV trade runs down to pressing a single button over and over (plus walking around in stations manually). I wrote an AHK script that would let you easily move ores to alts without having to manually inspect them (good when mining fields with large level spreads that require mules). I made a tampermonkey script that changes the Account Vault to be click-to-select instead of drag-and-drop (it also adds filters). So...stuff like that can keep you busy. So...either you make your own meta content, you do the WW gameplay loop, or you say "ok, I won" and play another game.
  11. Unfortunately that's not true. Grail Water seems to be one of the rarest minerals in the game. I still haven't managed to mine out the 300 boronite for the chavez faction mission. No joke, I might actually hit 300 aesirium before I get 300 boronite. The main thing I'm looking forward to is finally having a list of "Ok, you want to find this ore? Here are the places to look." and have that be based on something approaching sane data. At least then I'll know I'm not crazy for thinking some minerals are super rare. To give you some sense, I have around 1/2 the sectors in the game mapped right now, and the size of the DB DOUBLED just from all the roid data. And my roid data storage is very efficient; only ints. So...yeesh. I will be rich beyond the dreams of avarice though. All of my TTs have at least 25m to their names just from selling stacks of refined lvl 8 ores. And that's *just* the extra stacks. I keep 1 (or more) stacks in reserve not just of lvl 8, but everything. The exceptions are the 'literally useless' ores like Firerock, Icy Pearl, Vaneon, etc. Things that have no uses either raw or refined. But yeah, my lvl 8 mule is full of ore, so it's time to sit down and write that script I had mentioned as making more sense instead of caching character IDs on the account vault page. By the time I sell off all the extra stacks I've gotten from just this most recent pass, I'd be shocked if I wasn't at 50m or better on all my TTs. at least I won't have to worry about money for a while. 😛 Fun note: the easiest way to move cash from one char to another is actually stacks of refined lvl 8 ore. Each stack is worth ~2m after negotiate is factored in. As for its utility to normal people, depends. I got the idea to mine with TT alts from another JE (before my JE was 150) and he had those TTs partially to sig-tank, and partially to hold ore. Back then I assumed the TS was going to be the best miner. Thankfully, he enlightened me to the utility of using the Martyr's Heart and a JE. The TS is a powerhouse, but it's kneecapped by it's lvl 8 reactor. Unless you intend to mine with a JS giving you every recharge and shunt buff there is...it just can't keep up with what a JE can do solo. Anyway, I do believe this will be useful to others. They probably won't need all 5 characters, but it is not hard to limit the source to only use 1/2/3/etc alts. I think the main problem is most people don't read the forums. In game, people are shocked to know there's a new mapping tool. Also, at a higher level, I think the code itself has merit. If one wants to learn autohotkey, what I'm doing is pretty clean, clear, and makes sense. GDIP is a PITA to use, but once you figure out what to do it's super powerful. autohotkey + GDIP helped me solve a $25 million problem IRL a few years ago. So...yeah. Part of sharing is also showing problem solving, solution options, and whatever else. I don't know why you feel the need to continually pretend my contributions have little to no value, but it is unappreciated and wrong.
  12. Yes, I know there's an autohotkey (AHK) thread already. Maybe I'm just an attention whore. I want to share what I've got because I find it super useful (at least to me). As some may know, I'm working on a mapping tool that will (eventually) let you see where all the mobs and roids in the game are. Right now I'm working on roids. To make this less masochistic, I fly with 5 TTs. 4 of the TTs get a 2-level band of ore because *usually* that fits into a single TT hold (Lagarto is an exception, there are probably others). So one char gets lvl 1-2 ores, 3-4, 5-6, 7-8, and the last one gets hulk contents, pop rock mob contents, and lvl 9 ores. Except for Lagarto, this works out where I can mine out an entire sector without needing to dock and dump. It was getting tedious having to sort the ore to my alts. So, I sat down and made autohotkey do it for me. Now, this requires GDIP, which is ULTRA finicky. Like, upgrading AHK minor versions can completely break it. But, when it works, it's glorious. For the maximum chance at success: I am using the Unicode 64-bit version of AHK 1.1.37.01. I have attached a .zip containing both the images (needles) and libraries (Gdip_all/Imagesearch) needed. (code at bottom of this post for length reasons) I plan to update this thread with additional goodies as I create them. Assumptions: Your windows are titled by your accounts. So, for example, the window where DoctorJE lives is always titled 'enb-61'. Because it's on my 6th game account. Whereas my PW/my ore TT for lvl 1-2 ore live on enb-51. Check outif you want to see the code for how I do this. You are playing at 1280x720 It will work with other resolutions, you just need to update the pixel coordinates at the top of the file. Note: for things like INVENTORY_SCREEN_PIXELS, [61,320] are the coordinates of the first inventory slot (top-left) and 77 is the X offset (so slot 5 is 77px right of slot 1) and 55 is the Y offset (slot 2 is 55px below slot 1). I use this convention in many places. "Why not use ImageSearch instead of Gdip?!" ImageSearch is MUCH slower. I can get the ilvl of every ore in the hold in less than a second with Gdip. I need around 15 seconds to do the same with ImageSearch. I'm sure to a normal person that isn't a problem, but to me, it's nails on a chalkboard. GDIP is also needed if I ever end up OCRing stuff. I tried to use Tesseract OCR to get the itemlvl for me, but it turned out to be way too much of a PITA, and not reliable. The reason why is that GDIP makes it easy to take a screenshot of the whole screen, then crop it. Normal AHK can't really do that. "What's the deal with isOre()?" So, the game client doesn't consistently render the icons for things in your hold. Take hydrocarbon results (the blue and white cylinder). If you have a lvl 5 and a lvl 8 in your hold, and you look at them in photoshop/gimp, you'll see that they are not identical and mis-aligned by 1/2 a pixel. That isn't something I can correct for in Gdip/AHK. To really classify those properly, I'd need to use a tool like OpenCV, or train a model using fast.ai as an image classifier. That's a level of headache I'm just not interested in right now. But I'll probably do it. Maybe. The only purpose of the isOre() function was to find hulk /mob contents and move those to one character (since, without that, Debris goes to my lvl 1-2 char, instead of to the one I want to hold hulk-stuff). Hulks are rare enough I just handle this special case by hand atm. On a higher level, I suspect that once I start using openCV, I'll use it for a lot of things (if it has any sort of performance at all) because being able to visually classify things sounds HUGELY more time saving than what I have to do right now. Or possibly training some sort of neural network. I've never seen either of those perform particularly fast, but...meh. I think you can see why I didn't keep going down this rabbit hole. The code: ;Scaled for 1280 window ;startx, starty, xoffset, yoffset INVENTORY_SCREEN_PIXELS:=[61,320,77,55] TRADE_SCREEN_PIXELS:=[493,291,95,75] TRADE_BUTTON:=[1135,500] CONFIRM_BUTTON:=[699,433] VAULT_SCREEN_PIXELS:=[440,268,75,54] FORMATION_BUTTON:=[1178, 269] FORMATION_MENU_OPTION:=[1181, 228] FORMATION_PIXEL_CHECK:=[1175,266] ASSIST_LEADER_BUTTON:=[1225, 444] ROID_LEVEL_LOCATION:=[1165,650,1180,690] #Include gdip_imageSearch\Gdip_All.ahk #Include gdip_imageSearch\Gdip_ImageSearch.ahk If !pToken := Gdip_Startup() { MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system ExitApp } OnExit, EXIT_LABEL ;CTRL + SHIFT + y - For Ore mining: Move ores to alts. ^+y:: KeyWait CTRL KeyWait Shift ORE_SLOTS := 30 ;Which inv slot is in the top-right? first_slot_visible := 1 12_window := "enb-51" 12_moves :=[] 12_idx_and_len :=[1,0] 34_window := "enb-41" 34_moves := [] 34_idx_and_len :=[1,0] 56_window := "enb-91" 56_moves := [] 56_idx_and_len :=[1,0] 78_window := "enb-81" 78_moves := [] 78_idx_and_len :=[1,0] 9_window := "enb-21" 9_moves := [] 9_idx_and_len :=[1,0] item_level_needles := [] IfWinActive enb-61 { ;Step 1, build a cache of the needles we need. Loop, 9 { needle_name:="C:\YOUR_PATH_TO\item_level_" A_Index ".png" file_needle:=Gdip_CreateBitmapFromFile(needle_name) item_level_needles[A_Index] := file_needle } ;Step 2, get a screenshot of the window. screenshot_haystack:=getGameScreen_gdip() ;Step 3, classify inventory slots Loop, %ORE_SLOTS% { slot:=A_Index ;Advance to next set of pages. if( slot > 11 && Mod(slot-1, 12) == 0) { ;Scaled for 1280 window Mousemove, 116,256 send {WheelDown 3} Sleep 50 ;Update Screenshot on change Gdip_DisposeImage(screenshot_haystack) screenshot_haystack:=getGameScreen_gdip() } ;Non-ore items (Hulk/mob drops) go to the char that gets lvl 9 ores. ;This method doesn't work, see function for details. /* isOre:=getIsOre(slot, ORE_SLOTS) if(isOre == 0) { 9_moves.Push(slot) continue } */ ilvl:=getInvItemLevel(screenshot_haystack, slot, ORE_SLOTS, item_level_needles) if(ilvl == -1) { ;This happens on an empty slot continue } else if(ilvl == 1 || ilvl == 2) { 12_moves.Push(slot) 12_idx_and_len[2] := 12_idx_and_len[2] + 1 } else if(ilvl == 3 || ilvl == 4) { 34_moves.Push(slot) 34_idx_and_len[2] := 34_idx_and_len[2] + 1 } else if(ilvl == 5 || ilvl == 6) { 56_moves.Push(slot) 56_idx_and_len[2] := 56_idx_and_len[2] + 1 } else if(ilvl == 7 || ilvl == 8) { 78_moves.Push(slot) 78_idx_and_len[2] := 78_idx_and_len[2] + 1 } else if(ilvl == 9) { 9_moves.Push(slot) 9_idx_and_len[2] := 9_idx_and_len[2] + 1 } else { Msgbox, Unknown item in %slot%, got %ilvl% } } ;Rewind window to starting position. Mousemove, 116,256 send {WheelUp 10} Sleep, 50 ;Step 4, Start moving trade items initial_target:=true while(12_idx_and_len[1] <= 12_idx_and_len[2]) { 12_idx_and_len[1] := makeTrades(12_window, 12_idx_and_len, 12_moves, first_slot_visible, ORE_SLOTS, initial_target) initial_target:=false } initial_target:=true while(34_idx_and_len[1] <= 34_idx_and_len[2]) { 34_idx_and_len[1] := makeTrades(34_window, 34_idx_and_len, 34_moves, first_slot_visible, ORE_SLOTS, initial_target) initial_target:=false } initial_target:=true while(56_idx_and_len[1] <= 56_idx_and_len[2]) { 56_idx_and_len[1] := makeTrades(56_window, 56_idx_and_len, 56_moves, first_slot_visible, ORE_SLOTS, initial_target) initial_target:=false } initial_target:=true while(78_idx_and_len[1] <= 78_idx_and_len[2]) { 78_idx_and_len[1] := makeTrades(78_window, 78_idx_and_len, 78_moves, first_slot_visible, ORE_SLOTS, initial_target) initial_target:=false } initial_target:=true while(9_idx_and_len[1] <= 9_idx_and_len[2]) { 9_idx_and_len[1] := makeTrades(9_window, 9_idx_and_len, 9_moves, first_slot_visible, ORE_SLOTS, initial_target) initial_target:=false } for index in item_level_needles Gdip_DisposeImage(item_level_needles[index]) Gdip_DisposeImage(screenshot_haystack) SoundBeep } return cropImage(pBitmapOld, tl_x, tl_y, br_x, br_y, byref cropped, save_to="", should_save=false) { NewWidth := br_x - tl_x NewHeight := br_y - tl_y xOffset:= tl_x yOffset := tl_y ;BMP Format := 0x26200A ;PNG ;Format := 0x3147504E cropped := Gdip_CreateBitmap(NewWidth, NewHeight, Format) G := Gdip_GraphicsFromImage(cropped) Gdip_SetSmoothingMode(G, 4) Gdip_SetInterpolationMode(G, 7) Gdip_DrawImage(G, pBitmapOld, 0,0, Gdip_GetImageWidth(pBitmapOld), Gdip_GetImageHeight(pBitmapOld),xOffset,yOffset,Gdip_GetImageWidth(pBitmapOld), Gdip_GetImageHeight(pBitmapOld)) if(should_save) { Gdip_SaveBitmapToFile(cropped,save_to) } } findImage(screenshot_haystack,file_needle,byref outx, byref outy, x1=0,y1=0,x2=0,y2=0,debug=false) { variation:=0 ;1 = top->left->right->bottom search_dir:=1 trans_color:=0xFFFFFF outx:=-1 outy:=-1 answer:=Gdip_ImageSearch(screenshot_haystack,file_needle, LIST,x1,y1,x2,y2,variation,trans_color,search_dir,1) Loop, Parse, LIST, `n { StringSplit, Coord, A_LoopField, `, Gdip_GetImageDimensions(file_needle,img_x,img_y) outx:=Coord1 + img_x/2 outy:=Coord2 + img_y/2 if(debug == true) { Msgbox, Hit %x% %y% o %x_offset% i %img_x% } ;msgbox %Coord1%, %Coord2%, 0 } if(debug == true) { MsgBox, % "Returned: " answer "`n`n" LIST "`n" outx ;msgbox, %x1%,%y1%,%x2%,%y2% ;Gdip_SaveBitmapToFile(screenshot_haystack, "area.png") ;saves image to file } } getGameScreen_gdip() { WinGet,hwnd,ID,A ;screenshot_haystack:=Gdip_BitmapFromHWND(hwnd) WinGetPos, wx, wy, ww, wh, ahk_id %hwnd% screen:=wx . "|" . wy . "|" . ww . "|" . wh screenshot_haystack := Gdip_BitmapFromScreen(screen) return screenshot_haystack ;Don't forget to Gdip_DisposeImage(screenshot_haystack) } getInvItemLevel(screenshot_haystack, slot_num, inv_slots, needle_images) { results := invSlotIDToPixels(slot_num, inv_slots) ;Search area for VIII (largest) is 20x8 px SEARCH_AREA_SIZE := [22,9] ;The -10 and -21 offsets here are not related to SEARCH_AREA_SIZE, they are the offset between where INVENTORY_SCREEN_PIXELS points and where the item lvl is. src_x:=results[1] - 10 src_y:=results[2] - 19 end_x:=src_x+SEARCH_AREA_SIZE[1] end_y:=src_y+SEARCH_AREA_SIZE[2] cropped_img:="" cropImage(screenshot_haystack, src_x,src_y,end_x,end_y, cropped_img) for index,value in [9,8,7,6,4,5,3,2,1] { findImage(cropped_img,needle_images[value],matchX, matchY, 0,0,0,0) if(matchX != -1 && matchY != -1) { Gdip_DisposeImage(cropped_img) return value } } Gdip_DisposeImage(cropped_img) return -1 } getScrollsNeeded(current_tl_slot, target_slot, max_slots) { if(current_column_index > max_column_index) { Msgbox, Programmer error: current_tl_slot is %current_tl_slot% which is larger than allowed. } if(target_slot <= current_tl_slot + 11 && target_slot >= current_tl_slot) { return 0 } current_column_index := FLOOR((current_tl_slot - 1) / 4) target_column_index := FLOOR((target_slot - 1) / 4) max_column_index := FLOOR((max_slots-1) / 4)-2 if(target_column_index > max_column_index) { return max_column_index - current_column_index } ;If we are on the last (partial) page: cols_to_normalize:= 0 if(current_tl_slot > max_column_index*4) { cols_to_normalize := -1 * MOD(max_column_index, 3) } current_page := FLOOR((current_tl_slot - 1) / 12) target_page := FLOOR((target_slot - 1) / 12) scrolls := 3 * (target_page - current_page) + cols_to_normalize return scrolls } invSlotIDToPixels(slot_num, max_slots) { global INVENTORY_SCREEN_PIXELS inv_row_id:=MOD(slot_num-1, 4) inv_col_id:=FLOOR((slot_num-1)/4) relative_col_id:=MOD(inv_col_id, 3) max_cols := CEIL(max_slots / 4) last_full_page_slot := FLOOR(max_slots/12)*12 if(slot_num > last_full_page_slot) { cols_to_add := 3-MOD(max_cols, 3) relative_col_id := relative_col_id + cols_to_add } src_x:=INVENTORY_SCREEN_PIXELS[1] + INVENTORY_SCREEN_PIXELS[3]*relative_col_id src_y:=INVENTORY_SCREEN_PIXELS[2] + INVENTORY_SCREEN_PIXELS[4]*inv_row_id return [src_x, src_y] } makeTrades(window_title, idx_and_len, movelist, byref first_slot_visible, max_slots, initial_targeting) { global ASSIST_LEADER_BUTTON, TRADE_BUTTON, CONFIRM_BUTTON moves_to_make := idx_and_len[2]+1 - idx_and_len[1] if(moves_to_make < 1) { return [idx_and_len[1], first_slot_visible] } if(moves_to_make > 6) { moves_to_make:=6 } if WinExist(window_title) { WinActivate, %window_title% } else { return [idx_and_len[1], first_slot_visible] } if(initial_targeting) { MouseClick, left, ASSIST_LEADER_BUTTON[1]-100, ASSIST_LEADER_BUTTON[2] Sleep, 1500 } MouseClick, left, TRADE_BUTTON[1], TRADE_BUTTON[2] Sleep, 250 WinActivate, enb-61 Sleep, 50 Loop, %moves_to_make% { inv_slot_id := movelist[idx_and_len[1]] inv_xy := invSlotIDToPixels(inv_slot_id, max_slots) trade_xy := tradeSlotIDToPixels(A_Index) scrolls_needed := getScrollsNeeded(first_slot_visible, inv_slot_id, max_slots) if( scrolls_needed != 0 ) { fixed_scrolls := ABS(scrolls_needed) Mousemove, 116,256 if( scrolls_needed > 0 ) { send {WheelDown %fixed_scrolls%} } else { send {WheelUp %fixed_scrolls%} } Sleep 50 ;debugval := first_slot_visible + (4 * scrolls_needed) ;Msgbox, Updating FSV from %first_slot_visible% to %debugval% with %scrolls_needed% called with %inv_slot_id% and %max_slots% first_slot_visible := first_slot_visible + (4 * scrolls_needed) } ;for debugging ;x1:=inv_xy[1] ;y1:=inv_xy[2] ;x2:=trade_xy[1] ;y2:=trade_xy[2] ;Msgbox, Moving inv slot %inv_slot_id% at %x1% %y1% to trade slot %A_Index% at %x2% %y2% idx_and_len[1] := idx_and_len[1] + 1 ;Move the mouse to the clickdrag start BEFORE you push shift! MouseMove, inv_xy[1], inv_xy[2] Send, {Shift down} MouseClickDrag, left, inv_xy[1], inv_xy[2], trade_xy[1], trade_xy[2] Send, {Shift up} Sleep, 50 } MouseClick, left, CONFIRM_BUTTON[1], CONFIRM_BUTTON[2] ;Important! Function must re-focus the character with ore to move. WinActivate, %window_title% Sleep, 50 ;Msgbox, Debug MouseClick, left, CONFIRM_BUTTON[1], CONFIRM_BUTTON[2] WinActivate, enb-61 ;Trade window hangs around after a trade finishes. Wait for it to go away. Sleep, 3000 return idx_and_len[1] } tradeSlotIDToPixels(slot_num) { global TRADE_SCREEN_PIXELS trade_row_id:=MOD(slot_num-1, 2) trade_col_id:=FLOOR((slot_num-1)/2) dest_x:=TRADE_SCREEN_PIXELS[1] + TRADE_SCREEN_PIXELS[3]*trade_col_id dest_y:=TRADE_SCREEN_PIXELS[2] + TRADE_SCREEN_PIXELS[4]*trade_row_id return [dest_x, dest_y] } EXIT_LABEL: ; be really sure the script will shutdown GDIP Gdip_Shutdown(pToken) EXITAPP ore_mover_ahk.7z @Codemonkeyx Credit where it's due. You were right, logging via data files was a better choice. This script was another thing that needed to happen. I just mined out the big PITA field in Rag for the second time...I beat the respawn easily now. Partly because I have 5 TTs instead of 2, and partly because I can cloak, push 3 buttons, wait about 1 minute, and have a completely clean hold, ready to keep mining. My god...if I could have started with this...
  13. @Woodstock HGM Since I know you care about R4c this is what the ore fields there look like. I still don't have mouse-over coordinates for navs coded in yet, but maybe someone will find this useful for knowing where to mine in R4c. Mostly lvl 6-7 gas, with some 5 and 8. The non-gas roids are pretty scarce but the rock field has some lvl 9 roids.
  14. Grissom Meteorological Site has an extra space at the end of the name in-game. 'Grissom Meteorological Site ' is the in-game name. I'm not sure how much breaks if that typo is fixed, but I wanted someone to be aware of it.
  15. Tarsis needs a redesign. "That doesn't look so bad" "Me brain like rock. Wat problem?" This is a low level zone. OL10s come here. And they leave by OL30. Realistically, the PS is the only character (other than me, and a few other strangers) that will ever mine here. That means characters with 20-22 cargo slots (via: https://www.net-7.org/wiki/index.php?title=Hull_Upgrades#Cargo_Capacity_Comparison) Every single TECH LEVEL of roid here takes up enough cargo slots to reasonably fill a PS's cargo hold, especially when accounting for ammo and the fact that the Red Dragon field guards are out in force, so the PS will need some slots for ammo. Ore fields drop 'sub-level' ores. Meaning a tech 3 roid may have tech 3 and/or tech 2 ores in it. So even if the fields were 1-level wide (only tech 3 roids) you'd still need 15 + 17 = 32 cargo slots to mine out that ONE FIELD. This is insanity. The actual fields, as they are now, are tech 1-3 at the southern end, and tech 3-5 at the northern end. Tech 3-5 is *actually* tech 2-5, so any given field in this sector will take 51 cargo slots to mine. This.is.insane. The fields are mixed, so you cannot focus on one roid type and still get a field clear bonus At OL 30, the station is so far away, and warp is so slow, that you cannot focus on mining out one type of roid, and make it through all 4 types, before the field respawns. Making field clear bonuses (which only exist to ensure explore XP from mining is in-line with other activities) impossible to earn. I'm a OL150 JE with 5 TTs to hold all my mining stuff and damn-near 8000 warp speed. This is infuriating for *me* to mine out. To a newbie PS, this is just soul-crushing. This is not how mining is almost everywhere else in the game. "How 2 fix?" I see these options Separate the fields and make them pure by roid type. Rock fields would need to be changed to be 1-3 and 4-5 though, due to the number of ores in rock-type roids. Other field types would not need level band adjustments. Leave the fields mixed, but disable sub-level spawning (so Tech 3 roids only drop tech 3 ores) and limit each field to a 1-level spread (so ONLY tech 3 roids in a field). And just because, here's a list of all the ores, in their quantities, that dropped before I gave up (this is roughly 90% of a complete mine-out, with minor repeats) Level Roid Source Ore Quantity 5 Crystal Raw Sapphire 7 5 Rock Chromium Ore 5 5 Rock Rhodite 5 5 Glowing Radium Ore 2 5 Rock Titanium Ore 1 4 Glowing Californium Ore 71 4 Glowing Ceresite 36 4 Glowing Saganite 35 4 Rock Silver Ore 26 4 Rock Galactic Ore 20 4 Rock Manganese Ore 20 4 Rock Anubium Ore 16 4 Rock Herculinium Ore 14 4 Crystal Raw Black Opal 14 4 Rock Raw Centauricite 14 4 Crystal Raw Fire Opal 11 4 Crystal Raw Flawless Garnet 9 4 Rock Vanadium Ore 7 4 Crystal Raw Ruby 1 3 Glowing Barite 114 3 Glowing Calcite 104 3 Glowing Alanite 98 3 Glowing Polonium Ore 93 3 Glowing Boronite 78 3 Rock Indium Ore 64 3 Rock Tungsten Ore 61 3 Rock Gallium Ore 60 3 Rock Caesium Ore 55 3 Crystal Raw Malachite 55 3 Crystal Raw Lapis Lazuli 48 3 Rock Star Iron Ore 48 3 Rock Cobalite 42 3 Crystal Raw Citrine 38 3 Crystal Raw Alexandrite 32 2 Glowing Brominite 55 2 Rock Germanium Ore 52 2 Glowing Phosphates 51 2 Glowing Plutonium Ore 50 2 Glowing Cadmium Ore 38 2 Rock Zircon 37 2 Rock Tin Ore 29 2 Rock Magnesium Ore 28 2 Rock Aluminium Ore 26 2 Crystal Raw Tourmaline 22 2 Crystal Raw Turquoise 21 2 Rock Hermesite 18 2 Rock Molybdenum Ore 14 2 Crystal Raw Amethyst 12 2 Crystal Raw Sunstone 8 2 Crystal Raw Moonstone 5 2 Crystal Raw Garnet 4 1 Glowing Sulfates 9 1 Glowing Uranium Ore 9 1 Crystal Raw Onyx 7 1 Crystal Diridium Crystal 5 1 Glowing Lithium Ore 4 1 Rock Lead Ore 3 1 Glowing Potash 3 1 Crystal Raw Agate 2 1 Rock Crude Nickel 1 1 Rock Iron Ore 1 1 Rock Magnetite Ore 1
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