
Doctor
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Everything posted by Doctor
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I can't see the photo you attached (either the forums lost it or something else happened). Make sure Prototype Re-order is enabled in the launcher.
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<--Currently that only has ore fields in it, but there are DB tables for mobs as well. The biggest reason I never logged where all the mobs was the tedium of entering the data. The game client doesn't save mob hull/shield values. Every time you mouse-over the shield bar or click through the title area to get shield HP it sends a request to the server for the value, and it only displays it as long as it's visible. Once you mouse away/change, it is deleted. The same is true for damage. You can get *incoming* damage from a mob, but outgoing damage isn't logged anywhere. The best way to capture this data would be to modify how the game is launched such that you fit a second proxy in between the enbclient and the proxy server that can decrypt (the keys are known) the enbclient data, log the opcodes you care about (this is also known), and forward the data to the net7 proxy for actual gameplay. I have no interest in doing this. You could, of course, sit and manually enter everything. I'd rather run in traffic, personally.
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I did a lot of testing for this particular thing (see link below). There are breakpoints and different situations that make jobs vs trade runs make sense. Whether you have negotiate or not, whether you're leveling 1 character or several. Or even if someone else is trying to use the job terminal besides you. Right now, if 2 people are trying to do the same jobs...trade runs are faster XP. https://net7wiki.bmsite.net/index.php?title=Jobs#Trade_Jobs I also made an autohotkey setup for multiboxing the FN-NV trade run, because it's so tedious.
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If you're trying to play solo, all of them are going to be miserable to play. If you want to mine, JE is king. TS is second, and PS lags far behind. PS *should* be good at combat, but field mobs are usually immune to menace and so the main key to a PS's survival doesn't work. JE combat is miserable. TS and PS combat isn't so bad. Still VERY slow without support.
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When you launch net 7, look for a "prototype Re-order" checkbox. It's probably unchecked. Check it and the weird bugs should go away. It needs to be a default at this point, but I guess they lost the source code to the net7 tool? *shrug*
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Hi. So I finally got around to installing E&B on my linux install. This guide was good, but I want to take a stab at making it a bit more concise and accurate. I am on Manjaro (an arch distro). I'm going to assume you have steam setup to play games, as that seems to install a lot of dependencies on its own. Assumptions: sudo pacman -S wine-gecko winetricks wine-mono From the home page, download: eandb_demo.exe Net-7_Install.exe (Optional) CharacterStarshipCreator.exe We assume you downloaded all 2-3 of these to ~/Downloads openssl s_client -showcerts -connect sunrise.net-7.org:443 < /dev/null 2>&1 | sed -n '/-----BEGIN CERTIFICATE-----/,/-----END CERTIFICATE-----/p' > ~/sunrise.net-7.org.crt WINEPREFIX=~/.wine-enb winecfg Change the Windows Version to Windows XP E&B is a 32-bit game, so there's no real reason to include 64-bit anything. It also doesn't hurt. Click "ok" when done. WINEPREFIX=~/.wine-enb wine rundll32.exe shell32.dll,Control_RunDLL "C:\windows\system32\inetcpl.cpl" Click on Content -> Certificates -> Trusted Root Certification Authorities -> Import Click 'Next' and go to ~/ and select sunrise.net-7.org.crt (for the new linux users, ~/ is your home directory, usually /home/<username>/) Click 'Next' & select Automatically select certificate store Click 'Next' & then 'Finish' & it should successfully import the certificate. Ok, Close, Ok. Ignore the Program Error screen (just close it). WINEPREFIX=~/.wine-enb wine ~/Downloads/eandb_demo.exe You can pick defaults for everything, or set a custom path, your call. I did all defaults. WINEPREFIX=~/.wine-enb wine ~/Downloads/Net-7_Install.exe You can pick defaults for everything, or set a custom path, your call. I did all defaults. (Optional) WINEPREFIX=~/.wine-enb wine ~/Downloads/CharacterStarshipCreator.exe WINEPREFIX=~/.wine-enb wine start "C:\\Program Files (x86)\\EA Games\\Earth & Beyond\\EBCONFIG\\E&BConfig.exe" Update the path to EBCONFIG if you didn't use default folders rm "~/.wine-end/drive_c/Program Files (x86)/EA GAMES/Earth & Beyond/Data/client/mixfiles/EB_Sizzle.bik" If you actually enjoy skipping that video every time...more power to you. vi ~/.wine-enb/system.reg Or use nano, or emacs, or Kate, or whatever else. vi is actually 'vim' on my system. but vi is faster to type. Search for 'LandLOD' Change the following entries under "Software\\Wow6432Node\\Westwood Studios\\Earth and Beyond\\Render" (this is the only place LandLOD should occur in the file) "LandPolyBudget"=dword:ffffffff "PolyBudget"=dword:ffffffff "StarBudget"=dword:ffffffff "TextureReduction"=dword:00000000 Note: I have no idea if changing LandLOD to a higher number does anything, I somewhat doubt it. Note: RenderDeviceWidth <--that is your game window width (so for 1920x1080, this would be 1920, in hex, so if it says 720, 720 is hex for 1920. Look up a hex to decimal convertor if your brain hurts) RenderDeviceHeight <--that is your game window height (so for 1920x1080, this would be the 1080 number. again, in hex. So 438 would be the number to expect here for 1080) Setting these here may help multiboxers, as all new clients will be initialized with the same window size. alternatively, you can write scripts to change window sizes between multi and single box modes. This is how my own autohotkey scripts change window size...by editing the registry. While here, scroll down a few entries and look at "Software\\Wow6432Node\\Westwood Studios\\Earth and Beyond\\Sound" Adjust the settings if you like. I find the default music/voice to be wayyy too loud, so I tend to turn them down a good bit. Any change here affects all clients. sound volume <--UI beeps/clicks, skill sounds, 'sound effects'. music volume <--what it says on the tin dialog volume <--station announcers, voice lines from NPCs, etc cinematic volume <-- Not sure. Maybe the sizzle video we deleted? Save and exit. On your desktop should be an icon for launching net7, click it. Alternatively: WINEPREFIX=~/.wine-enb wine start /unix ~/.wine-enb/drive_c/Program\ Files\ \(x86\)/Net-7/bin/LaunchNet7.exe Ensure that when the patching window pops up, "Path" is C:\Program Files (something) and NOT /home/<username>. During first launch, ensure you check "Prototype Reorder" in the launcher! Failure to do so will result in many, many, weird bugs, crashes, and other crap. It should be on by default, but isn't for...god only knows why. Overall, very simple. I found the sidequest to try and get/use net7patcher completely unnecessary. I haven't tried to get my autohotkey scripts working yet, but I was able to start the game and log in.
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IDK how good of a programmer you are, but this is a very trivial program. I solved this problem for EVE: Online (which had 6000+ systems at the time) back when I was still an absolutely shit programmer during college. What you do is create 'pairs' of gates. A CSV with a 'from' and 'to' column would work. For Shepard, as an example, you'd have an entry like: Shepard, Carpenter Shepard, Grissom Carpenter, Shepard Grissom, Shepard Grissom, Black Beard's Wake Grissom, Planet Grissom Cooper, Grissom How you store that in memory is up to you. There are better and worse data structures, but eventually you end up with a loop that is something like: def findPath(starting_sector, end_sector, path=None): current_sector = starting_sector if path is None: path = [] path.append(starting_sector) if starting_sector == end_sector: return path if starting_sector not in graph: return None for neighbor in graph[starting_sector]: # path.copy() prevents revisiting sectors in the current path (preventing cycles) if neighbor not in path: result = findPath(neighbor, end_sector, path.copy()) if result: return result # If no path was found, return None return None Actually...that exact loop would work. This could be made into a commandline utility *very* easily. Like...20-30 minutes of work. Making a UI for it would take (me) a lot longer. It's not the most efficient or 'best' way. But maybe you can see how to expand it to include things like faction gates.
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"move the contents of the file" that was me saying to unzip it. But fair enough, it's subtle. As for the other error, that means PHP can't find/use sqlite. Googling around says you may need to edit php.ini and uncomment it, or maybe you need to download and install it? I am not really sure. It seems like the fix changed over the years, back in 2018 it wasn't a default, but it seems to have been included in newer releases? You're going to have to do a bit of googling around for that one. *normally* sqlite3 is turned on by default in PHP, so why xampp decided not to is...probably licensing.
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As a note for phpinfo(); never, ever, put that in production. You're doing what it said, and that validates that PHP works, but in those 10 pages of info is a glut of information that can be used to haxxor a system. So...don't leave that around, unless you're 100% sure that your only listen interface is 127.0.0.1 :p It's rare that anyone mentions the massive security risk of that command and that it should only ever be used for testing. As for the quote...*asks chatGPT* 1. Is there an index.html file in C:\xampp\htdocs\ ? If so, apache serves .html files before .php, and that's probably why. Either remove it or do step 2. 2. if not, edit C:\xampp\apache\conf\httpd.conf and change DirectoryIndex to look like below: DirectoryIndex index.php index.html
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The forums use a global attachment limit. If you go to your profile (top-right of this page) and then to "my attachments" you'll see all of them. Delete/move some to free up space. Also, FWIW, the 'Display Ore List' button gives a list of all ores and where they are found sorted by most common to least common. I get that it's a lot of data, but browser find was good enough for me. When clicking on an ore in a sector, it will highlight (javascript blink) the roids in that field containing the ore, so you know which fields in that sector have that ore.
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I don't really like Docker. Not as a solution, not as a tool, not in any respect, to be honest. And I get the business proposition. I get the 'promise' of it. I've seen it work well. The reason I don't like it is philosophical. To bury the lead: I have no issue with *you* making and sharing a docker image. Have fun. I like learning how and why things work. I have hit a point in my life where learning new skills takes genuine effort. It almost feels like my brain is full. Or maybe I'm just going senile. idk. In spite of this, there are still things I want to learn, like laser welding. Or circuit design (mostly to automate little things, like you'd use an ESP32 or arduino for). If, in 2003, running a web server was as simple as 'pull this docker image' I would have never learned anything. If you make things too easy, people don't learn. I got so burned out and sick of co-workers who couldn't function without a venv or docker image provided to them. People utterly incapable of troubleshooting or thinking. It was my stick in the mud to make it obvious to everyone that these employees were worthless. I didn't care if I got punished instead of them. I won't lie. I won't perpetuate lies. I interviewed candidates that 'understood' technologies. But in reality, they just downloaded a docker container. They often had never even run the software. They had no clue how it functioned or why. I just...got tired of people not thinking. And I can write a literal novel of examples of the downstream effects of this. My dislike of docker is rooted in what it represents. I do like and respect selling 'ease of use'. For example, from a technical perspective, there's no reason you can't take a 1000nm (approx) fiber laser, shine it (low power) at a target material, read the back-scatter, and automatically setup the welding machine from that. You can't get spectroscopy from an electric arc ala TIG/MIG/Stick, but you can from a laser. Selling that would be huge. And fiddly, and prone to error on unclean surfaces. There's reasons nobody has done it. But if someone got it to work reliably and consistently, and most welders stopped knowing about metal properties or machine settings because someone sold a 'it just works' welder? Hey man, that's capitalism. You pay for everything you don't know. And I can live with that. I'm not really worried about *me* making money. I just don't want anyone else making it from my work. Nobody gets to sell my work and not cut me in on it. That's also why I don't like github (anymore, I was fine with it in the past). And since the TAM is so small, let's just not bother selling it period. I don't feel like divvying up dimes.
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k. I don't have Windows 10 to test with, but you have two paths: 1. Windows Subsystem for Linux 2. XAMPP (never used this, but chatgpt seems to think it's a good idea, and seems easier than IIS setup). if you go the XAMPP route, here's what to do according to chatGPT: Step-by-Step Guide: Download XAMPP: Visit the official XAMPP website. https://www.apachefriends.org/download.html Download the XAMPP installer for Windows. Install XAMPP: Run the downloaded installer (xampp-windows-x64-<version>-installer.exe). Follow the installation wizard: Choose the components you want to install. By default, the necessary components (Apache, PHP) are selected. Select an installation directory (the default is C:\xampp). Click "Next" and then "Install." Once the installation is complete, click "Finish." Launch the XAMPP Control Panel: Open the XAMPP Control Panel from the Start menu or the installation directory (C:\xampp\xampp-control.exe). In the control panel, you will see several modules (Apache, MySQL, etc.). Start the Apache Web Server: In the XAMPP Control Panel, click the "Start" button next to Apache to start the Apache web server. You should see the text “Apache started” in green in the XAMPP Control Panel. Check if Apache is Running: Open your web browser and go to http://localhost/. You should see the XAMPP welcome page if Apache is running properly. Test PHP: In the XAMPP installation directory, navigate to the htdocs folder (typically C:\xampp\htdocs). Create a new file named info.php in the htdocs folder. Add the following code to info.php: <?php phpinfo(); ?> Save the file and then open your browser. Go to http://localhost/info.php. If everything is set up correctly, you will see a page showing PHP configuration details. Copy the contents of 4_28_backup.7z into C:\xampp\htdocs\ Go to http://localhost and you should see the map in all its glory.
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At the bottom of the first post is a .7z file, inside that is 'better_map.db'. That's the actual DB. If you're asking for how to setup your own webserver to host it so you can view the DB contents in a web browser, I need to know what OS you are on to start with. If you're asking how to view the data without running your own webserver...you currently can't. Nobody that I'm aware of has hosted this for others. I don't host it myself for various reasons.
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So the tool is actually a 'website'. It's a bunch of PHP files and some javascript. If you've ever run any kind of web server (apache, nginx, etc) and served up PHP pages that's what is needed. The DB is sqlite, so PHP takes care of the DB layer for you. sqlite won't scale, so if you try to host it for 100s of people it wouldn't work. But uh (looks at player count) I don't think that's an issue. Anyway, once you get your web server and PHP setup (takes about 5 minutes) you can go to your web server and view the pages. As for how I made the screenshots, I was screen shotting a web browser. I just cropped the images. If the idea of running a website scares you because you might get haxxored then just run it on 127.0.0.1 and disable any 0.0.0.0/public IP listening. That will make the website only visible on your local PC. Can't attack a door that doesn't exist. If you're asking how I made the maps inside the web page, I believe I used a 2d canvas object (this is part of basic HTML5). Inside the DB, I recorded the Z-height of all the asteroids as well, so if someone who knows how to use 3D canvas objects/webGL/similar tech rocks up they could actually make a 3d map of all the sectors, so you could see which fields were, for example, +-30km vertically (Lagarto and Ceres come to mind). I mostly did that project as a way to make my first web 2.0 page (everything fully rendered via javascript, 0 full page refreshes). ChatGPT is a pretty good teacher, as I had 0 javascript experience prior to writing the javascript for that project. In all the mining I did for that tool, something like 30,000 asteroids, I found 3 AA devices, IIRC. 2 lvl 3s and 1 lvl 5. They are incredibly rare. I'd assume nerf bat, but I don't know.
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If you're technically minded, I already did the step of mapping out every ore field in the game (at least, all of them that I could find using a box search of the entire sector; but keep in mind, sectors can be +-50km vertically, and I did NOT do a box search at the top/bottom of the box, so it's possible I missed some). You'll have to run it yourself as I don't host it anywhere, but the data exists, and can be displayed. You can even add to it and refine your own personal map of what is where. It does not have data about field guardians (but the DB schema does support adding that, with work needed to display that information in the UI). My notes about field guardians were put into the wiki (I think?) so between the wiki (on the sector pages; IE the page for Carp, Endriago, etc) and that mapping tool you should be able to find fields more worth your time. The problem with 7-8-9 fields is that they have too many ores to mine on a single cargo hold. You'll need a fleet to mine them unless you plan to cherry pick, but that's only going to get you a few ores. Also, have a poke in this thread: it has some goodies related to moving ores from your PS to your mules automatically (one button press to start it). It assumes/only works if you have one mule for certain level ranges of ores. Also, somewhere in my posts is a Python script I wrote that does the tedium of moving partial/full stacks of ore around to your vault characters. Saving you thousands of clicks on the net7 website. :)
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https://forum.enb-emulator.com/index.php?/topic/12050-ahk-and-multiboxing/&do=findComment&comment=106155 My FN->NV trade script actually has login code. It isn't scaled for 1920x1080 windows, but all you'd need to do is update coordinates, like: PixelGetColor, bcolor, 268,193, RGB and all of the places where it has 'msgbox, FIXME - ...' messages (which mostly is putting in account names and passwords, or paths to your install). Ok...actually, looking at it, there's a LOT of coordinates that would need updating. To understand though, are you on a 4k monitor where you actually wanted 3 1920x1080 game windows on each of two monitors, or are you on a 1080p monitor and want 3 (smaller) game windows per monitor? If you want the latter, that's what the script is currently setup to do. ctrl+shift+m is the hotkey for starting the login process. It launches 5 clients, but you could easily make that 6. It also assumes the loginclient#: targets are setup for which accounts you want to be auto logged in. I understand if this is too much tinkering for you. My stuff tends to be...well, if you use my stuff, you tend to teach yourself a lot about what is going on and why. Which is how I got where I am.
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Mining didn't feel like it had a point. I could amass hoards of ores, full stacks of everything, raw and refined, but what for? The best weapons are going to be drop-only, and even then, mobs are tuned to the degree that it doesn't feel powerful unless I run a full stack of alts. The highest DPS weapons tend to burn through ammo. Multiboxing is tedious, even with the autohotkey stuff I have to make it less annoying. There wasn't much left to learn. Could I go around and update my map with every mob spawn, their resists, loot tables, etc? Sure. I could. Who cares? The 20 or so people that still play (20 * 6 = 120 = approximate daily player count). I decided it was more fun to 3D print parts, play with my laser (2000w fiber), or any of a number of other hobbies. There's just nothing to do. Once I map out every mob spawn, every ore spawn, every drop rate...what for? The in-game credits don't let me buy anything. Literally, most of the stuff anyone would want to buy is drop-only, or so rare that nobody ever sells it. So I can amass 999,999,999,999 credits and have nothing to do with them. I can't prestige my hull into the ultimate mining vessel with a 400 slot vault (thus allowing me to have a full stack of every raw and ref ore on one char) and the ability to mine while cloaked. I can't prestige my PW into a machine of utter death, able to shield sap while shield nova is running, with guns that fire every 1-2 seconds, with 1000+ rounds per ammo stack, and hit like absolute trucks. I can't expand that PW's inventory to the point that he can go out, burn a hold of ammo, and bring back all the loot. I can't prestige my TT into an automated space medic, with auto-casting recharge shields and hull patch. With an on-board ammo factory. Imagine a highly prestiged TT being able to act like a (minor) floating station, where your mining alts could drop off ores, and your combat chars could drop off mob loot, and the TT can sit there and produce ammo for them. Only having to return to a station once a day because their internal cargo hold is so massive they can't literally spend all day soaking up loot to sell later. Trade routes aren't dynamic. The best trade route in the game is decent, but only if you're a TT. And even then it's still a mind-numbing grind. With 20 players, dynamic prices would be a huge pain, but the dream of games like EVE: Online was always that you could pull up prices and figure out 'ah, good X is needed in place Y!' and come up with your own routes that would, eventually, be sated and change. I'm rambling, but, there's a lot of ways to make an ENB style game that has an actual endgame, a sense of purpose and progression, but with the limitations of the client, and the current reality of server-side development...nah. I'll just go touch grass. Edit: In case it wasn't clear, I am not trying to take away anyone's fun. I'm just sharing my own answers to the question asked.
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ENB (the game client) has a memory leak. After 2-4 hours (depending on what you're doing) the game's leaks will hit such a size that the game becomes unstable. This is not something the net-7 devs can fix. The best way around it is to restart the client when you see it using more than 350MB or so of RAM. If you watch it, a fresh client should be using around 225-250, and it will slowly crawl up (mostly after gating; I notice my trade runs inflate memory WAY faster than sitting in a sector doing combat) to 300, 400, and 500MB. Around 400+ MB, I find the game just starts acting 'weird'. Things don't load, stuff freezes, etc. Just restart the client and the problems all go away. "But I have 16GB of memory! That's nothing" It's not about the game fitting in memory. It's about how the game...think about it this way. ENB grabs a piece of paper. It then draws on part of that paper, erasing and re-writing over the same areas. But every so often, instead of erasing completely, it grabs new memory and leaves some smudges. Over time, less and less clean paper exists. Now, you have a whole stack of clean paper, but the game can only use that one sheet, because the game was written at a time where 1GB of RAM was something almost nobody had. So a lot of their internal 'stuff' (math, logic, memory allocation) is doing tricks to continue existing on that single sheet of paper. Eventually, as the paper runs out, a mistake gets made. Some value gets overflowed, some function points at old data...no idea what it *actually* is, but when that happens, the client starts to break.
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I played EVE for about 12 years. The happiest moments of it were: Being in Wormhole space not long after it released. The backgrounds were so beautiful. I can't explain how or why, but just staring into space in WH space was somehow FAR more beautiful than K-space. Stealth Bombing under DingoGS (finding good stealth bomber leaders is REAL hard). We deleted so many fleets. Exposing a stealth bomber bug the russians had been using for months by launching 200+ bombs at a single carrier in a single volley (under game mechanics, only 8 bombs *should* hit at a time, because the bombs damage each other). That was glorious, and I never saved the youtube link to the video we made. But, eventually, I had done everything there was to do. Did I ever fly a Titan? No. But I got far enough along to realize that you don't 'fly a Titan', you 'sit in a Titan and get shot at'. They're basically giant pinatas outside of maybe 4x a year when a huge titan/capital fleet forms to siege some tower (or now deployable station) and burn it down in a couple minutes instead of hours. TIDI was one of the best and worst things to happen to the game. Best, in that the game didn't just crash. Worst in that fights turned into 0.000001 FPS crawls where you'd fire your guns at 6am, and they'd actually shoot at 10am. And the fight would be 'over' at 3pm. Lame. I love being useful to people, and the lack of trust in that game means everyone building capital ships, doing industry, etc, all just has a bunch of alts, rather than rely on others to help them, because the game rules allow you to steal from that other person without repercussion. IRL, if I go into business making bath tubs, and you steal my blueprint on how to do that, I can punch you in the face. Or sue you into oblivion. In EVE, there's no RL threat, because 'it's just pixels bro', and that leads to every psychopath on the planet living out their power fantasies. If I could Thanos snap psychopaths out of existence... So, ultimately, I won at EVE because while I *can* have fun playing (being in a Covert Ops ship, flying around nullsec doing sites) it takes so much time and energy to find people worth playing with that...I'd rather touch grass. Which is a shame because there are parts of the game that are so great. If I could sit in WH space, with a few friends, mining, doing sites, building stuff for export, I'd love that. ENB is more like an arcade game compared to EVE. EVE is more like a simulation. ENB would only ever have had life with a FF14 model, where ship skins and customizations from raids and events were the 'endgame'. But in 2002, nobody was willing to do microtransactions, because back then, $1 was actually a decent amount of money, and ownership meant nobody could take a thing away from you. P.S. On Mining in EVE: Unlike ENB, mining in EVE is really best done in a big fleet. A Rorqual, with one or more Orcas on hand, and many mining vessels. The Mining vessels unload into the Orca, who provides some fleet bonuses, and the orcas act as shuttles to the Rorqual who is there to provide even bigger bonuses, and to compress the ore. Using this method, ore fields can be wiped clean in a matter of minutes. Trying to solo mine in EVE is a waste of time. It's fine for a newbie getting started, but you'll get FAR more mineral value out of doing PvE combat missions and reprocessing the drops than by mining. Mining is only ever really worth it in nullsec/WH space, where the rare and expensive materials exist. That all said, mining in EVE is absolutely boring as fuck. You push one button and walk away for several minutes. Unless an enemy comes into to kill you, then you have a few seconds to *maybe* avoid death. The only real reason to mine at all is if you're doing industry for capital ships. If you're building anything that isn't a capital ship (or station components, maybe a few other physically massive items) you're better off picking a high-sec station, and contracting with an ore supplier. Mining your own goods is time you could better spend doing more profitable actions. "Why capital..." because they take SO MUCH tritanium (the most common ore in the game) that moving that quantity of ore any distance becomes a logistical headache. So you mine trit close to where you're building capitals because it's way less annoying than other options. ...I love this game. I am sad I won at EVE. But...yeah.
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That's all activated items. Reactors, engines, devices, all of it. The cooldown says 1 second left, then takes another 2-3 seconds to be available. The countdown sent to the client doesn't match what the server is using. This is actually a feature, not a bug. Rather than spam the network with traffic for guns firing faster than once per second, the game fires 2 rounds at certain intervals to make up for the damage. It's been implemented various ways over the years, but fundamentally that's what's going on. You can see it with Flechette Omega's pretty easily, they'll shoot once per second, but fire 2-3 rounds when they due because turbo + 0.8 sec firing speed. Just to check, but I got the account vault filters working. You can download Tampermonkey, install the userscript, refresh the page, and they'll be there. I understand if you'd rather wait for them to be baked into the page though. For that, they just need to save the tampermonkey script as a .js file, then send along a <script> element in the response from account_vault.php. On botting Beating macro users is going to be an ever-moving target. The best way to 'fix' macro users is to make gameplay that doesn't make people *want* to macro it. Macros are used when gameplay is repetitive, boring, tedious, time consuming, etc. Given that the client can't be modified, there's only so far that you can go to make gameplay engaging. Making something 'rare', like level 9 ore, just makes it worth macroing to obtain. "Why would I sit and play when I can mine this field every 30 minutes on the dot and get all I need, while I go do something actually fun, like riding my bike?" Anytime you create a grind that is based on activity over time, you create a system where a macro will *always* be the best solution. Why? Because humans sleep, macros don't. Moreover, anything a human can do, a bot is going to be pretty good at doing too. Especially with modern AI. Walking around inside a station is the hardest thing to bot at the moment. Moving around through specific areas in space is pretty hard too (flying from nav to nav is easy, but imagine you made a quest where you had to stay within a 5km wide 'channel' through a space-minefield? That would be pretty challenging to bot, at least without resorting to some advanced machine vision.). Banning the botters who run 24x7 is pretty easy. "Has this person been actively playing for 20 hours straight? yes? probably a bot. Even if they're a human, they need to be coerced to take a nap." Now, if they do that one day a week and that's it, maybe a bot, or maybe someone who compresses all their fun into the window they have. But most botters are going to run for a few hours, then go away. I...kinda genuinely don't see why botters are a big deal. If someone wants to keep a roid field mined out..ok? Sure. It's not like they are going to go into /market and get someone to sell them stacks of whatever ore they're after. It's annoying to me as I go around trying to mine out whole sectors to get reliable data for their contents, but in the grand scheme, I don't see it as a huge problem. It's not like anyone is RMTing credits for cash. This community is so tiny that, outside of someone running like 6+ bots and beating the server up with excessive load, I don't really get the argument for why they are bad. If someone decides trade routes are a drag, and wants to get TL 50 via botting rather than playing, I'm not really going to shit on that person. At all. I've yet to see or hear about anyone botting raids. And no amount of credits makes you better at raiding. In short: Overall, ask "What is the net harm that the botter does?" Banning botters who put undue load on the server? yes. Banning botters who camp 'the best' places? Yes -- if you want to bot, camp somewhere sub-optimal that nobody cares about. Leave the 'best' for humans. A bot that warps away the second a human comes to farm feathers? Seems fair. Banning botters who farm experience? Why? If they find the gameplay sucks, then why force them through it? We aren't little kids. We don't need to overcome adversity. We just wanna have fun. Banning botters who farm drops? On the fence. If someone kept Modi's Child dead, but ran a bot where you could /whisper them, trade them something, and get the core, that'd be pretty dope, actually. Flipside, when you actually see the rare spawn and get to kill it, it does feel special. So, eh, I don't want all bots all the time everywhere. I also don't hate the concept the same way I hate, say, sadists. Banning botters who camp job terminals? Yes. Banning botters who run a few hours a day, in specific tasks, for specific goals? Assuming they wrote their own bot...no. Their game was writing and testing the bot. Their reward is skipping the gameplay they hated so much that they wrote a bot to not play it. And, before anyone gets frisky, NONE of my tools are fully automated. I don't need them to be. My longest running script takes about 5 minutes, and it's a dismantle script that runs on, IIRC, 27-37 items at a time, and it takes around 5 minutes to do all those dismantles. I can go make tea while it runs, but once it finishes, it stops. It can't move my character to another terminal. "So how do we fix botting?" People largely seem to bot resource collection. Without the ability to change the client, I don't really see a way to fix that. Drops, ore, faction, etc...these are all things that take a lot of grinding to acquire. The only mechanic is 'push button, wait, get reward'. Until that can be changed...there isn't really a way to make people not want to bot. There's no counter-skill to Menace, or Hacking, or anything like that. You either have the DPS to interrupt or not. It all comes down to a simple principle "Bots are as good as humans, and are given the tasks humans don't enjoy, so make tasks humans enjoy". That's...really the only fix. On reboot authority Agree. I've been asking for the ability to do this for close to a year; as have others. There's no shortage of people willing to help, just a shortage of acceptance of said help.
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I mis-typed. The script I linked is for semi-automating trade runs between FN and NV. So it bounces off Muspi 6 or the net7 beacon (depending on which way you're going). But it simplifies the run to something like pushing F3 a bunch of times (once per sector) and pushing F1/F2 to buy/sell your inventory. My personal version collapsed F1/2/3 down to a single button, you just push F1 and it figures out what it should be doing automatically. This also works in multiboxing and lets you juggle 4-5 characters (the FN->NV run has a bunch of short sectors, so there isn't a good way to juggle 6 chars without a bunch of downtime). But yeah, if you generally bounce off the Jotunheim gate, and then warp to whatever the planet/moon near the Niff gate is, you can avoid both gwells in Freya.
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Agree on all of these. Note for 5: The only way, in the game client, to do this is to put it in the description as some items (like the Hellbore) cannot list 2 different ranges due to game client limitations. That said, it's a simple Python script to query all items in the DB with activated effects, and shove the energy cost/range into the description. You'd spend more time writing the script than running it to fix things. This is totally possible, it just leads to a HUGE number of items. You'd have to hard-code all the possible variants in the DB, then hard-code the lists of what items can become what from a recipe. Like, it's possible, but it's non-trivial. It also makes disassembly a bit of a PITA, because then you have to look up the item ID to get a parent ID, then give the parent ID as the thing you blueprinted instead of the item ID of the item itself...again, possible, yes, a LOT of work, absolutely. In terms of feature complexity, it's a bit like remodeling your kitchen, then finding out you need to fix both the foundation and the framing. Like...super non-trivial. Field Guardian mobs are immune to menace, so the PS's main trick isn't even useful and the game doesn't tell you the mobs are immune. The Gene Stealers in Arduinne (the sector, not the planet) are a prime example. As are the ones behind Zweihander. Repulsor field is great DPS, and great for gluing mobs to a target, but the lack of Navigate 5 means they are a HUGE PITA to have in a mining fleet. Their cargo hold is the same size as a JE, but a JE gets group cloak, wormhole, and a vastly superior scan range. And warps faster...like, the PS is outclassed to such an absurd degree. A 5th gun slot isn't enough compared to combat cloak, because the JE can just cloak and let their shields recharge. And Combat Cloak lets them only take a single cycle of damage from mobs. As you say 'ok at everything, good at nothing'. I WISH I could bring a PS with me mining just for repulsor field. Menace is next to useless, sadly, because it gets resisted too often or mobs you want to use it on are straight up immune to it. Navigate 5 is the absolute minimum to get a PS into my mining fleet. If you want something totally broken that would make people play PS, make it so a PS has a device they can obtain that makes pop rocks never explode. Suddenly PS becomes essential for mining lvl 9 ores (because most lvl 9 ore comes from pop rocks). The tradeoff being you'd have to take it off (so maybe build it into a skill that can't be disabled?) if you wanted loot from the pop rock mobs (mostly rare components). Or give them a specialized ore hold to make up for their slowness. Like a PS only ore-specific version of the Polar Express, that adds 30 extra cargo slots that can only be filled with ore (RIP hulk miners).
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This list was originally written in late January, so I've included updates to the current state. Ideas: Improve the Account Vault page. The "proper" fix would be to re-write the entire website, all pages. Instead of sending CSS, Javascript, and HTML in the response to queries, send back JSON and have javascript build the page. Like, ya know, how every other website does it. Put a memcached and PHP object cache in front of the wiki/website, since both use PHP. Migrate to linux and use Apache/Nginx for hosting instead of IIS. This makes memcached and the PHP object cache *way* simpler. A more short term solution, which I am still working on (usually when I get frustrated in game or there's downtime) is a set of filters for the Account Vault page. I can do this in tampermonkey, but embedding it in the page natively would be better. FUTURE UPDATE: This is implemented in Tampermonkey, see https://forum.enb-emulator.com/index.php?%2Ftopic%2F13456-a-better-account-vault-experience%2F= Allow for filtering via item level (1-9). I have done this via checkboxes. If the box is checked, the item is lit, else it looks grayed out. Allow for filtering PM/Non-PM items (it is possible to add a search for builder too, but idk who would want that). Just filter on whether the manufacturer tab is blank or not. Replace the horrific drag-and-drop method with click-to-select. The current functionality of that opening a page for the item can be moved to ctrl-click or some other key. Provide a note to users on the page that the functionality moved, but isn't gone. Click once to select, click again (either on the item in the inv, or on the transfer slot up top) to remove. (unknown if possible in tampermonkey) Change the tooltip display from 0 to something longer (200ms? 500? I'd need to test). This stops it from getting in the way and being annoying. Allow for filtering based on quality Allow for filtering based on structure Allow for filtering based on stack size (>#). In an ideal world, this would be a 'show full stacks' button, but without hard-coding stack sizes, there isn't enough info on the page to know if a stack is 'full' or not. Probably more filters I haven't seen the need for yet. This is a more advanced feature, but an 'auto-ore-move' button. I might just make this for myself in Python, but a way to move a vault of mixed level ores to the associated vault characters automatically. FUTURE UPDATE: I have written this as a Python script, but apparently never posted it anywhere. I'm still finding bugs in it, but PM me if you want it. This would require a server-side change: Make the items moved by account_vault automatically stack, and create new stacks only when a full stack is achieved. Improve the wiki This falls into a similar category as #1, but add a PHP Object cache and memcache to the wiki, if not already present (and based on performance, I'm 99% sure they aren't present). This may require moving both to linux. Ensure some users (winlander and codemonkey?) have access to perform database-level backups. Or better yet, automate DB backups and make a website that lists the most recent 7, for example. Leave it up to the users to actually download a copy, but ensure that if something ever takes out the wiki, we have a copy of the data. Backups. I read about the multi-month outage after the 'hack'. There is no excuse for people not having full copies of the source code, forum DB, wiki DB, game DB, etc. And a backup on the same machine is no good. A backup on your system is worth its weight in gold. Pretty sure someone having one of those is the only reason we still have an EMU at all. Migrate the game to linux. It still runs inside of Visual Studio inside a windows machine you all RDP into. For the love of God just move it to Linux. Very little of the server (outside of the network functions) touches OS-specific stuff. The DB link *should* be via a connector that is OS agnostic. And you do store the runtime configs in the DB...right? Because, ya know, that lets you spin up multiple copies. This is a personal project idea, not something for the EMU devs, but create a new version of enbmaps.de which has overlays for ore fields, mob spawns, updated gravity well/shears locations. I haven't figured out how I want the UI for adding data to work, but I badly want this tool to exist. Just so I can map out ore fields and mob spawns. Have drop tables for mobs tied to the mob spawns too. FUTURE UPDATE: This exists, see https://forum.enb-emulator.com/index.php?/topic/13482-replacement-map-tool/ Remove the gravity well in Muspelheim and Freya that are along the main travel navs. It was "Added to stop botters". But I have already created a tool, in AHK, that completely bypasses them: https://forum.enb-emulator.com/index.php?/topic/12050-ahk-and-multiboxing/&do=findComment&comment=106155 so the argument that they are at all useful is just nonsense. Botters can easily avoid them and they only inconvenience humans. Just remove them. This section is entirely about in-game changes I'd like to see. Get rid of the stupid 1-3 second no-impulse delay after mining. There is a bug with Shield Inversion, where I can target a group member and kill them with it. I'm not exactly sure how to reproduce it, but I've killed my various PW alts with my PP at least 5 times. If it was *actually* going to be fixed, then I'd bother to reproduce the error. The Recharge Reactor - BOOST! on Cygnus (and other) reactors is wrong. It's a 30-60% bonus. It should be more like 350-600%. I had a talk with Kyp about this nearly 10 years ago. He said no, for some without a good reason other than "I think this is overpowered". I've been bitter about this for 10 years. The Shield Recharge - BOOST! effects have more correct % values, those didn't get nerfed like the reactor ones did. (Long term, hard) Work on why gate crashes occur, why mission journals show up empty sometimes, FUTURE UPDATE: Gate crashes are almost always due to not having Prototype Reorder checked. The second highest cause is memory leaks in the client that make it unstable after 2-4 hours. This is not (likely) a bug the devs can fix. Adjust the DPS output of Vindis. They hit far harder than they should. 2 vindis (1 CL41 and 1 CL46) hit as hard as a CL51. That isn't right. Especially compared to CL46 mobs in VG/other zones. Trade XP rework: Fundamental problem: Until TL 25 or so, getting trade XP from mob loot is most efficient, especially if you already have a PW with lvl 7 Shield Nova. Past TL 25, it splits: For characters with negotiate, trade routes are optimal. Especially with a Polar Express. Negotiate is huge, offering literally 3x the XP/hr @ lvl 7 vs not having it. For characters without negotiate, OL75 trade jobs are optimal. This only works if you're leveling 1 character, maybe 2 max, at a time, and nobody else is using the terminal. Both of these are incredibly boring and monotonous. Fixes below fall into two categories: let high level players level alts quickly and/or let newer players have more engaging experiences. Proposed fixes (choose one/any/subset): Make combat loot drops scale with group size. So a group of 6 gets 6x as much loot (by value) as a solo player. This way combat groups can level their trade as fast as playing solo. Make trade routes dynamic. Modify buy/sell values of items daily/weekly, and release (automated) news articles indicating which items are currently in the most need. I could literally write a script with a VERY simple LLM to do this. Turn it into a "Major Order" system like Helldivers 2 has. Make it feel like there's some purpose to carrying materials around, and have needs shift are demands are met. Incorporate roid ores into the trade runs. The Mars Construction Project is a version of this, but if I have stacks of Duplium, those should be in demand on Nostrand Vor Planet, since they are used by Agrippa. I should get more XP and credits from turning the ores in than I could by refining and selling them + an allotment for the travel time involved. Or, if not yielding bonus XP for travel time, I should be able to do the turn-ins on non-mining characters, as a way to level alts with mining. Add extremely high value trade goods (say, 100 million credits each) which do not sell for much profit (maybe 2000-4000 cr per item) but do offer far more trade XP. (on the scale that 30 slots should be TL 49->50). If a character has 3 billion credits, let them move ultra high value trade goods to level their TL quickly. Add "unstable" trade goods as a repeatable quest from an NPC. Requires a deposit of, say, 300 million credits (~10m per item @ 30 slots). It fills your cargo with trade goods and you are required to dock at every station along the way to 'stabilize' the goods. Jumping from Freya -> Jotunheim -> Odin Rex, without docking at Arx Ymir, for example, would result in the cargo detonating, you losing your deposit, and requiring a JS/tow. This *should* make it immune to most gate crashes/bugs, server crashes, etc. It's VERY rare that I end up in another sector when a crash occurs. In terms of implementation, this would just be a repeatable, multi-step, quest. Not that different from a Job Terminal job. You could also make 'lines' of quests like this, starting at a 100k deposit, and working up to 300m credits. The source and dest would always be random, and the profit/XP would be a factor of trip length (short trips, less profit/XP, longer trips, more). They can all fall onto a flat line of XP/hr. That's fine. But if you only have 20 minutes, then do a 15m run, vs if you have hours, do a longer one and get multiple levels out of it. Change asteroid spawn rules. Pop rocks now increase the quantity and quality of ores in the field. Meaning, more top level ores, more of the ores in the roids. Say a 25-50% bonus to the field for popping all the rocks on the next respawn of the field. Or maybe make it per-roid, so places like Antares, which have mostly pop-rocks, spawn fields with 10-20 ores per roid if you pop all the rocks, whereas more normal fields with 0-2 pop rocks only get a 0-10% bonus. Let the bonus decay over 1-2 hours. So if a field respawns and isn't mined out again within, say, 2 hours, the bonus is lost for the next respawn. A level 5 asteroid must now contain AT LEAST 1 level 5 ore. No more Tech 9 roids spawning with only a lvl 8 ore inside. I have limited data (only around 1200 roids between levels 5 and 9) but it seems like there's a 35-42% chance of getting LOWER tier ore in a roid than the roids level. Meaning, a lvl 5 roid has an ~38% chance to drop level 4 ore. This is NOT a weighted average (I can do that, but it takes longer, and I want more data before finding that out). I fundamentally hate when games lie to me. It's not a level 5 roid if it contains mostly lvl 4 ore. Level 5 ore in level 5 rocks please. Minimum request: At least 1 ore per roid that is the level of the roid. Currently my data shows 368 roids that contain ONLY ores below the roid level out of a total of 2816 roids, or roughly 13%, being a stright up lie. Mid-ground compromise: At least 80% of the ores, by count, in a roid be the level of the roid itself. Meaning if a level 5 roid contains 12 ores total, 10 of them, minimum, MUST be level 5, the others can be level 4. Optimal: Level 5 roids contain only level 5 ores. Tighten up fields. No more than 2-level spread for all but a few, special, fields. There simply isn't enough cargo space to haul a 3 tech level spread in a mixed field. Even a 2-level spread is enough that no single class can handle it without a mule. For pure fields this isn't as big of a problem, but yeah, this is a HUGE impact to fun. Currently, Lagarto and Ceres have SO MANY different types of ores that even 5 TTs + my JE cannot mine them without docking to unload or cherry picking ore types. Why is mining as hard as a raid boss, requiring multiple groups to solve? The rewards suck, compared to raiding. If I have to have a full group, i should get raid-level rewards. Increase vault size. Right now, people have many mules. It takes 197 slots just to hold one stack of every ore in the game. Add in refining and that number goes to over 400 (some items refine into multiple items). A character vault only has 96 slots. Add in the transfer rules and you'd need at least a 500 slot vault *just for ore*. Just for raw ore, you're looking at needing 5 characters. If you add in refined ore as well, even if you only keep the 'useful at high level' ones, that's at least 2 vault characters. I don't have numbers for components, but it's insane as well. One way to solve this might be adding an NPC at the stations who lets you 'sell' items to them (for 0cr) and then let you 'buy' the items you sold back(for 1cr? 2cr? minimal fee at most). I don't know if this is possible within the game client, or if that requires each NPC to have the same list of items for all characters, but on the backend, you could just keep a table per-player of items in that vault. The Job Terminal Most of the job terminal suck is the client's fault, but if there was a way to make it better, I would. I include it here just to admit I've spent a lot of time thinking about it. Warp improvements: There's a lot of rubber banding and delay in warp, with high speeds (6000+) at close ranges (< 20km). This mostly affects miners, but I'm pretty sure it wouldn't be a big problem to fix once a look at the code happened. Tractor Beam Improvements Sometimes the beam terminates on your ship cleanly, and sometimes it bounces there for a second. I remember Teinbau breaking this and it staying broken. I wanted to fix it but wasn't allowed. Just make the tractor beam always terminate the second it gets to your ship. Better to calculate the time for tractoring too short (by 100ms) than too long, IMO. I know it gets hard while moving; I'm talking exclusively for stationary tractoring. Separate out the buffs "Improve Shield Inversion" (which should always grant skill levels to SI) and "Improve Shield Inversion Efficiency" (which is what almost all SI buffs are right now, the ones that 'add X seconds to shield inversion'.). The two buffs stack, so they should have different names. The latter buff does not exist in game at this time, but from what I remember, adding new buffs is easy. Change Repair Equipment to be an actual energy drain skill, like it is supposed to be, instead of an on-activate skill. There is 0 reason for it work the way it does. It didn't in live (after a few patches) and it shouldn't now. The tooltip says it will run until everything is fixed or your reactor power is gone; so that's what it should do. Shield Nova and Shield Sap are supposed to be able to run at the same time: https://forum.enb-emulator.com/index.php?%2Ftopic%2F10097-shield-nova-a-blocking-skill%2F=
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I haven't posted the code for this just yet, because I'm still tweaking things, but the tool now supports multiple passes and averages them together. For Hulk/Non-hulk drops, it's just a straight average, sum(all_passes_for_item) / #passes. For cargo slots, the Total Average is computed via counting how many slots were needed for each pass, then dividing by number of passes. But the individual Roid Type passes are simple averages. The reason why was because, in Shepard, I had a pass that needed 65 slots, a 70 slot run, and a 72 slot run, averaging to 69. But if I just averaged all of the slots per-level-per-type, it would come out to 62. "Why average it, why not just count all the drops?" Well, again, Shepard 'has' 80+ possible drops (if you count all the rows in the non-hulk table) but in reality, you never *actually* get all 80 to drop, you get a subset. And why does make sense if you think about it. I'm still thinking about how I want to display 'dust' results, where you might get 1 roid in the entire sector that has the ore you're looking for, but for now, I'll collect more data. Fun bonus: Because of how I'm logging the data, if they were to change the drop patterns at some point in the future, it would be possible to look through the raw data and see when and by what degree the drop tables changed. Also, when I overlay multiple passes, the roids almost perfectly spawn on top of each other in ring fields. Like, a ring field will sometimes rotate around with enough passes and form a solid ring, but rock and crystal ring fields spawn the roids within +- 1 meter of each other, for each individual roid. It's kinda freaky. Note (in the pics below) that Hydrocarbon fields DO NOT appear to do that. I was actually expecting it be a bit more random than it is. TL;DR: For visual display there isn't much need to average multiple passes *EXCEPT* in 'sphere' or 'scatter' field types (scatter being the 2D version of a sphere). And the only value of multiple passes in those cases would be catching outliers. For example, in Ceres, it seems like the fields are -30z to +30z. But it might take multiple passes to finally get a roid at those coordinates. The data is in the DB to know the z-height of any given field. It'd need to be displayed as a tooltip (at least until i get around to asking chatGPT about 3d versions of canvas objects and making a 3d map that can be rotated, but that's WAY further down the road). And that tooltip would come after I add in a way to define roid fields; with the field definition just pulling in the max/min height of any roid within its bounds. Pretty trivial, I'm just lazy. Well, clearly not lazy. Unmotivated. The profit and loss of my local BBQ joint is currently far ore interesting to me. As is lasing flies to death with an IR pulse laser. Here's my original mining pass: [img]https://i.imgur.com/f5mTytz.png[/img] And here's all 3 passes overlayed on top of each other:
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And some more updates, since I had to kill time before it was BBQ-o-clock. Blinking is fixed and now only blinks when it should The 'Display Ore list' has been upgraded. The item names inside are now clickable links (categories, like Hydrocarbon, are not) so if you want to see where the Debris in a zone you're already looking at drops, you can click on Debris and see just the roids containing that. Same for Oxygen, or any other ore. Hulk Contents that are not turn-in items are not linked and cannot be displayed this way. I absolutely could add that in easily, but I didn't imagine anyone would want to see the one roid that dropped the reactor that one time. Seems...too specific to be useful.