Problems with Breakables Un equipping.

MenaceTheGreat

New member
Ok, I'm hoping I just messed up a setting somewhere but nothing seems to be working for me and I'm about to loose it:p
I use Sugar shields when farming the castle, and have Choice Adv>Item>Breakable Equipment Set to acquire & re-equip.
I have tried using Breakables-relay.ash and got the same result.
Here's the CLI output:

You acquire an item: sugar shard (3)
Verifying ingredients for sugar shield (1)...
Searching for "sugar sheet"...
Search complete.
Purchasing sugar sheet (1 @ 350)...
You acquire an item: sugar sheet
Purchases complete.
You acquire an item: sugar shield
Successfully created sugar shield (1)
Your sugar shield shattered.
Putting on sugar shield...
Equipment changed.

Taking off sugar shield...
Equipment changed.

Visit to Island: McMillicancuddy's Farm in progress...

Everything is great until it takes the sugar shield back off and leaves my familiar without any equipment.
I use harvest.ash for farming right now and it is very annoying to have to interrupt the script every time I see the familiars weight drop and manually equip another sugar shield the mafia just made for it :confused:

Any ideas what I'm doing wrong?
 

Catch-22

Active member
Any ideas what I'm doing wrong?

Do you have all the familiar equipment settings properly specified?

zlib har_bountyhunting_famequip = sugar shield
zlib har_duckhunting_famequip = sugar shield
zlib har_farming_famequip = sugar shield
zlib har_puttyfarming_famequip = sugar shield
 

MenaceTheGreat

New member
I didn't have har_puttyfarming_famequip = sugar shield
Added that and still get the same problem.
The issue is that it makes it and equips it just fine, then for some reason it takes it right back off.

Putting on sugar shield...
Equipment changed.


Taking off sugar shield...
Equipment changed.


Visit to Island: McMillicancuddy's Farm in progress...

Any other ideas?
 
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MenaceTheGreat

New member
How about you type this and see what it returns:
I got this from the CLI:
> zlib famequip

Copy/paste/modify/enter any of the following lines in the CLI to edit settings:

zlib har_bountyhunting_famequip = sugar shield
zlib har_duckhunting_famequip = sugar shield
zlib har_farming_famequip = sugar shield
zlib har_puttyfarming_famequip = sugar shield
(If no values were shown, no settings or values matched your input text. Type "zlib vars" to see all.)
 

Theraze

Active member
The problem MIGHT have to do with setting the sugar shield manually... That means that if the sugar shield breaks, Harvest should equip the sugar shield you don't have, but that mafia is working on creating, which means... equip nothing/unequip the sugar shield. If I understand mafia/Harvest interaction properly.

Try setting something besides the sugar shield for your famequip on farming/puttyfarming. You're already overriding Harvest's work by using mafia's internal breakable settings.

If that's the case, this would be "Not a bug" just misunderstanding the interaction between a script and mafia's settings. :)
 

MenaceTheGreat

New member
The problem MIGHT have to do with setting the sugar shield manually... That means that if the sugar shield breaks, Harvest should equip the sugar shield you don't have, but that mafia is working on creating, which means... equip nothing/unequip the sugar shield. If I understand mafia/Harvest interaction properly.

Try setting something besides the sugar shield for your famequip on farming/puttyfarming. You're already overriding Harvest's work by using mafia's internal breakable settings.

If that's the case, this would be "Not a bug" just misunderstanding the interaction between a script and mafia's settings. :)

I will try that during my run tomorrow morning, already burnt my adventures for today, but I'm not optimistic as to the result, because it seems to un-equip even if I have multiple sugar shields in inventory :/ But none the less, I'll give this a try, never know what interactions might change what from what I have seen in mafia ;)

Thanks, I'll update tomorrow.
 

MenaceTheGreat

New member
set kol internal breakables setting to abort on breakage and got this:
You acquire an item: sugar shard (2)
Your sugar shield shattered.

Visit to Beanstalk: Giant's Castle in progress...
and it did not abort.

Setting all zlib vars for famequip to none, and internal setting to re-equip from inventory and acquire and re-equip both did the same as before (equip then un-equip) with and without extra sugar shields in inventory.

I am at such a loss, I am about to just forget about using them entirely :(
Any other suggestions before I give up?
Sorry if this is a bit long but I'll post my vars list in it's entirety for anyone that wants to look at it to see if they can see whats causing this.
Copy/paste/modify/enter any of the following lines in the CLI to edit settings:

zlib auto_semirare = timely
zlib automcd = false
zlib BaleCC_ImprovePoolSkills = false
zlib BaleCC_SellSemirare = false
zlib BaleCC_SemirareWindowContinue = false
zlib BaleCC_SrInHC = false
zlib BaleCC_useDanceCards = false
zlib BaleOCD_Ascension = 0
zlib BaleOCD_DataFile = menacethegreat
zlib BaleOCD_EmptyCloset = -1
zlib BaleOCD_EmptyHangks = 0
zlib BaleOCD_MallDangerously = false
zlib BaleOCD_MallMulti =
zlib BaleOCD_MultiMessage = Mall multi dump
zlib BaleOCD_Pricing = auto
zlib BaleOCD_RemoveOutfit = -1
zlib BaleOCD_Sim = false
zlib BaleOCD_Stock = 1
zlib BaleOCD_StockFile = menacethegreat
zlib BaleOCD_UseMallMulti = false
zlib BatMan_baseSubstatValue = 5.0
zlib BatMan_profitforstasis = 15.0
zlib bbb_adjust_choiceadvs = false
zlib bbb_famitems = false
zlib bbb_miniboss_items = 2
zlib bbb_turtlegear = false
zlib bbb_turtles = 1
zlib defaultoutfit = current
zlib eatdrink_accordionGet = false
zlib eatdrink_accurateMake = true
zlib eatdrink_ate_choco = Dougtember 3:0
zlib eatdrink_ate_fancy = Dougtember 3:2
zlib eatdrink_ate_vitac = Dougtember 3:0
zlib eatdrink_autosellWhileRonin = false
zlib eatdrink_avoid_booze-soaked_cherry = true
zlib eatdrink_avoid_giant_marshmallow = true
zlib eatdrink_avoid_gin-soaked_blotter_paper = true
zlib eatdrink_avoid_sponge_cake = true
zlib eatdrink_avoid_wet_stew = true
zlib eatdrink_budget = 200000
zlib eatdrink_considerCostWhenOwned = true
zlib eatdrink_costOfPull = 3000
zlib eatdrink_fav_pr0n_chow_mein = true
zlib eatdrink_fav_rockin'_wagon = true
zlib eatdrink_fav_twinkly_wad = true
zlib eatdrink_favUse = false
zlib eatdrink_getBartender = true
zlib eatdrink_getChef = true
zlib eatdrink_gloriousLunch = true
zlib eatdrink_loopCount = 10
zlib eatdrink_make = true
zlib eatdrink_maxAge = 1.0
zlib eatdrink_minimumAverage = 1.0
zlib eatdrink_minimumQuality = 1
zlib eatdrink_ode = true
zlib eatdrink_pause = 0
zlib eatdrink_piePriority = true
zlib eatdrink_priceFlexibility = 1.25
zlib eatdrink_priceOfNontradeables = 999999999
zlib eatdrink_priceOfQuestItems = 999999999
zlib eatdrink_priceOfUnknowns = 999999999
zlib eatdrink_simConsume = false
zlib eatdrink_simLevel = 30
zlib eatdrink_simRonin = false
zlib eatdrink_stepMeat = 200000
zlib eatdrink_suppressNoMilk = false
zlib eatdrink_suppressOverdrink = true
zlib eatdrink_valueOfNonPrimeStat = -25
zlib eatdrink_valueOfPrimeStat = -5
zlib flyereverything = false
zlib ftf_grin = Procrastination Giant
zlib ftf_olfact = Blooper, Dairy Goat, Shaky Clown, Some Zombie Waltzers, Goth Giant, Knott Yeti, Hellion, Violent Fungus
zlib ftf_yellow = Knob Goblin Harem Girl
zlib har_bountyhunt = true
zlib har_bountyhunting_fam = Leprechaun
zlib har_bountyhunting_famequip = sugar shield
zlib har_bountyhunting_mood = default
zlib har_bountyhunting_outfit = meat
zlib har_bountyhunting_putty = false
zlib har_duckhunt = true
zlib har_duckhunting_fam = Leprechaun
zlib har_duckhunting_famequip = sugar shield
zlib har_duckhunting_mood = meat
zlib har_duckhunting_outfit = meat
zlib har_duckhunting_putty = false
zlib har_farm = true
zlib har_farming_disco_combos = false
zlib har_farming_fam = Leprechaun
zlib har_farming_famequip = sugar shield
zlib har_farming_location = Giant's Castle
zlib har_farming_mood = meat
zlib har_farming_olfacted_monster = none
zlib har_farming_outfit = meat
zlib har_farming_putty_olfacted = false
zlib har_farming_sea_hat = none
zlib har_gen_bbs =
zlib har_gen_budget = 300000
zlib har_gen_buy_recordings = false
zlib har_gen_ccs = farm
zlib har_gen_completed_setup = true
zlib har_gen_concert_effect = none
zlib har_gen_consume_script = EatDrink.ash
zlib har_gen_defaultocd = true
zlib har_gen_demon_to_summon = Preternatural Greed
zlib har_gen_dosemirares = true
zlib har_gen_finish_up_script =
zlib har_gen_friar_blessing = food
zlib har_gen_hatter_buff = Dances with Tweedles
zlib har_gen_pool_style = none
zlib har_gen_postconsumption_script =
zlib har_gen_preconsumption_script =
zlib har_gen_sugarshields = true
zlib har_gen_verbosity = 1
zlib har_puttyfarm = false
zlib har_puttyfarming_fam = Leprechaun
zlib har_puttyfarming_famequip = sugar shield
zlib har_puttyfarming_mood =
zlib har_puttyfarming_outfit =
zlib har_rollover_outfit = sleep
zlib is_100_run = none
zlib nemesis_autobuy_LTS =
zlib nemesis_farm = true
zlib nemesis_farm_CCS =
zlib nemesis_farm_familiar = Leprechaun
zlib nemesis_farm_location = Giant's Castle
zlib nemesis_farm_mood =
zlib nemesis_farm_outfit =
zlib newLife_FightBedstands = false
zlib newLife_SellPorkForStuff = true
zlib newLife_SetupGuyMadeOfBees = false
zlib newLife_SmashHippyStone = false
zlib newLife_UseNewbieTent = true
zlib ocw_change_to_meat = false
zlib ocw_f_arena = none
zlib ocw_f_default = Leprechaun
zlib ocw_f_farm = none
zlib ocw_f_junkyard = none
zlib ocw_f_lighthouse = none
zlib ocw_m_arena =
zlib ocw_m_default =
zlib ocw_m_farm =
zlib ocw_m_junkyard =
zlib ocw_m_lighthouse =
zlib ocw_m_nuns =
zlib ocw_m_orchard =
zlib ocw_nunspeed = false
zlib ocw_o_arena =
zlib ocw_o_farm =
zlib ocw_o_junkyard = anti-gremlin
zlib ocw_o_lighthouse = anti-gremlin
zlib ocw_o_nuns =
zlib ocw_o_orchard =
zlib ocw_warplan = optimal
zlib puttybountiesupto = 19
zlib threshold = 4
zlib unknown_ml = 170
zlib verbosity = 3
(If no values were shown, no settings or values matched your input text. Type "zlib vars" to see all.)
 

Theraze

Active member
For curiosity's sake, how about next time it starts to adventure in the Giant Castle, aborting manually, equipping the sugar shield, and adventuring 1 or 2 adventures after it breaks, so if it will break in 5 turns, adventuring another 6 or 7. See if, without Harvest getting into it, mafia will properly re-equip. The issue MIGHT be related to items breaking while running scripts. I remember a few old bugs tied into stuff like that with familiar equipment and checkpoints a while ago. If that's the case, we might be able to get around it by using checkpoint manually... but first, finding out if non-scripted breaking of the sugar shield will stay equipped. :)
 

Bale

Minion
The issue MIGHT be related to items breaking while running scripts. I remember a few old bugs tied into stuff like that with familiar equipment and checkpoints a while ago.

Oh good point! This problem might be caused by a mood, preAdventure or postAdventure script! (I'm not sure of the exact timing of breakable handling so I cannot narrow it down.)
 

MenaceTheGreat

New member
For curiosity's sake, how about next time it starts to adventure in the Giant Castle, aborting manually, equipping the sugar shield, and adventuring 1 or 2 adventures after it breaks, so if it will break in 5 turns, adventuring another 6 or 7. See if, without Harvest getting into it, mafia will properly re-equip.

Result:
You acquire an item: sugar shard (2)
Verifying ingredients for sugar shield (1)...
Searching for "sugar sheet"...
Search complete.
Purchasing sugar sheet (1 @ 475)...
You acquire an item: sugar sheet
Purchases complete.
You acquire an item: sugar shield
Successfully created sugar shield (1)
Your sugar shield shattered.
Putting on sugar shield...
Equipment changed.

Request 254 of 296 (Beanstalk: Giant's Castle) in progress...
ok, so it is something in the script interaction :/
I don't use any preAdventure or postAdventure scripts, My only mood command other than buff upkeep is "uneffect QWOPped Up".
Glad to see you popped in Bale, any ideas as to how I might fix this? or what I should look for? I'm no programmer, But I'm not scared of looking threw or changing code for trial and error with advice. :p

Let me know if any other info would be helpful. currently I am play time deficient due to work, so the harvest script has been a god send this month.
 

Bale

Minion
Since it properly re-equips when normally adventuring in mafia we know it must have something to do with Harvest. I don't use Harvest so I probably cannot help.

I am a little bit suspicious of your mood though... In your KoLmafia folder is a folder called /settings. In that folder is a file with the name of your character_moods. For instance, if your character is MenaceTheGreat, it would be /settings/MenaceTheGreat_moods.txt

Could you copy/paste that file here?
 

Theraze

Active member
Well, let's see if the old fix still works. Throw
Code:
					cli_execute("checkpoint");
after the equip in
Code:
	// We need to equip the sugar shield after our normal fam_equip so that mafia knows what to switch to if the former breaks
	if(USE_SHIELDS && available_amount($item[sugar shield]) > 0 && (activity == "farm" || activity == "puttyfarm"))
		equip($item[sugar shield]);	
	}
so that it looks like this:
Code:
	// We need to equip the sugar shield after our normal fam_equip so that mafia knows what to switch to if the former breaks
	if(USE_SHIELDS && available_amount($item[sugar shield]) > 0 && (activity == "farm" || activity == "puttyfarm"))
		equip($item[sugar shield]);	
		cli_execute("checkpoint");
	}
The issue before was that mafia would make a silent checkpoint when the script started and consider that the 'proper' familiar item. If you're using something besides sugar shields, the good spot to put that might actually be just BEFORE the equipping, but... eh, whatever. We're trying to fix SS not re-equipping, not the entire world. Yet. :)
 

MenaceTheGreat

New member
I am a little bit suspicious of your mood though...
Could you copy/paste that file here?
[ apathetic ]

[ default ]
gain_effect qwopped up => uneffect QWOPped Up
lose_effect astral shell => cast 1 astral shell
lose_effect elemental saucesphere => cast 1 elemental saucesphere
lose_effect empathy => cast 1 empathy of the newt
lose_effect fat leon's phat loot lyric => cast 1 fat leon's phat loot lyric
lose_effect ghostly shell => cast 1 ghostly shell
lose_effect heavy petting => use 1 knob goblin pet-buffing spray
lose_effect jabañero saucesphere => cast 1 jabañero saucesphere
lose_effect jalapeño saucesphere => cast 1 jalapeño saucesphere
lose_effect jingle jangle jingle => cast 1 jingle bells
lose_effect musk of the moose => cast 10 musk of the moose
lose_effect polka of plenty => cast 1 the polka of plenty
lose_effect reptilian fortitude => cast 1 reptilian fortitude
lose_effect scarysauce => cast 1 scarysauce
lose_effect tenacity of the snapper => cast 1 tenacity of the snapper

[ meat ]
gain_effect qwopped up => uneffect QWOPped Up
lose_effect astral shell => cast 1 astral shell
lose_effect buy! sell! buy! sell! => use 1 uncle greenspan's bathroom finance guide
lose_effect elemental saucesphere => cast 1 elemental saucesphere
lose_effect empathy => cast 1 empathy of the newt
lose_effect fat leon's phat loot lyric => cast 1 fat leon's phat loot lyric
lose_effect ghostly shell => cast 1 ghostly shell
lose_effect heavy petting => use 1 knob goblin pet-buffing spray
lose_effect jabañero saucesphere => cast 1 jabañero saucesphere
lose_effect jalapeño saucesphere => cast 1 jalapeño saucesphere
lose_effect jingle jangle jingle => cast 1 jingle bells
lose_effect musk of the moose => cast 10 musk of the moose
lose_effect polka of plenty => cast 1 the polka of plenty
lose_effect reptilian fortitude => cast 1 reptilian fortitude
lose_effect scarysauce => cast 1 scarysauce
lose_effect tenacity of the snapper => cast 1 tenacity of the snapper
Let me know what you think. and as I'm sure you guessed, I use mood=meat for farming ;)

Well, let's see if the old fix still works.
Added the code. I'll see after rollover if that helps.
It just baffles me that it equips then takes it back off and doesn't even put my meat detector back on :(
 
Last edited:

MenaceTheGreat

New member
ok :( so neither of those worked.
I also tried turning off sugar shields in harvest and letting mafia load them, still a no go.
I even changed all zlib vars to Meat detector, and set harvest to use sugar shields, still a no go.
On the up side, weather I load them by zlib vars only, harvest only, or with both, it does properly equip the sugar shields at the start. Only fails when the 1st one breaks.
but I'm wondering if the CLI output order has anything to do with it?
You acquire an item: sugar shard (3)
Verifying ingredients for sugar shield (1)...
Searching for "sugar sheet"...
Search complete.
Purchasing sugar sheet (1 @ 400)...
You acquire an item: sugar sheet
Purchases complete.
You acquire an item: sugar shield
Successfully created sugar shield (1)
Your sugar shield shattered.
Putting on sugar shield...
Equipment changed.

Taking off sugar shield...
Equipment changed.

Visit to Beanstalk: Giant's Castle in progress...
Does the fact that mafia is reporting the sugar shield shattering after it is already creating one to replace the one that broke? It seems the script is identifying a shattered shild when the sugar shards post rather than when the shield shows it is shattered.
This may be just the way it reports, but I had to ask. the order just seems funky :/
I'm still at a loss. :confused:
 
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