View Full Version : Make.meat.fast
BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA
So I put together something different. It's an optimal farming script. Optimal farming script. It surveys the entire kingdom and all of your possessions to figure out what will make you the most meat. If something gets in demand - like briefcases did during last Crimbo - it automatically figures it out and farms accordingly. If farming the castle is best; great - it optimizes you for that as well.
It can take nearly an hour to run because it considers every combination of outfits, effects, familiars, and more. It evaluates every location in the kingdom, every monster in every location, and every item dropped by every monster. It considers combat rates, current mall prices, monster encounter rates, and more.
If you set "sim" to "true", it'll tell you its recommendations. If you set it to "false", it spends your adventures wherever it deems best, and mallsells or autosells the rest. It also eats and drinks the food that gives you the optimal return given your forecasted earnings.
There's still some stuff to do. Olfaction is calculated but not executed. Noncombats aren't factored in yet. Diving support isn't done. Rares of all flavors aren't factored in. And of course, you might not get the mall price that you were hoping for if prices drop before everything sells (although you can increase mall_markdown to mitigate the effects of this).
Now, the whole idea of this script is to find subtle pricing trends in the mall. If enough people use it the arbitrage opportunity goes away, of course. So this is going to become available as a part of the more limited distribution ascend.ash suite (http://kolmafia.us/showthread.php?t=1894). A bonus for people who get it. But it probably deserves a thread of its own, so please post questions, comments, bug reports, etc here. You can get it by going to here (http://kolmafia.us/showthread.php?t=1894), following the instructions, and running farm.ash from the zipfile.
And of course it's highly configurable. Be careful about adding skills/outfits/etc though - adding one outfit, for example, will roughly double execution time.
I'm eager to hear your feedback!
Oh, did I mention it's in beta? There are probably some horrific bugs; perhaps ones that make the whole idea untenable. I may scrap it and go back to castlefarming in a week.
I haven't found any, though; right now I'm just making meat fast. ;)
BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA BETA
Oh, one more thing - I'm predicting about 1146 meat per adventure with this script (hard to calculate the actual number since mall prices vary a bit), using widely available items. On the recommended diet, that's about 300k meat per day net of food and booze, and without exotic buffs like thingfinder or outfits like hodge gear. Just to give you some idea of what you can expect.
First reaction: Huh? Wow. I'm both impressed and horrified.
It does seem like an interesting puzzle to figure out though so I can certainly approve of the reason for creating it. Honestly I expect more people will offer you a Mr. A for this functionality than have done so for ascending with your script.
Does this only consider item farming or will it farm the more profitable between meat and items? Personally I consider item farming the more moral of the two so it does matter to me, although I don't expect anyone else to agree.
Mandrayk
09-12-2009, 08:56 AM
now if only i had checked this forum first before running my characters today.
Guess I'll let you know how I get on tomorrow ;)
mottsy
09-12-2009, 12:56 PM
awsome, i got the password yesterday (dj your a funny guy i loved the message) what did you name this script as? ( i checked the updated one today and cant find it in the scripts)
also my reaction
=awsome idea, however, with enough people buying and using your script, The market would be flooded and changed weekly
its a horrifying aspect
i love it :)
@Bale: actually, it considers both, and sometimes finds interesting and counter-intuitive compromises. For example, for a couple of days it was giving me a +item outfit and a hobo monkey - because the +item outfit was enough to get the item drops to the 100% cap, so you might as well use the familiar slot to increase meat drops.
@mottsy:
The interesting thing is that the script reacts solely to the economy, so - theoretically - it will damp out fluctuations in market pricing. If demand for briefcases
goes up, prices for briefcases go up, more people will farm for them, and prices will go back down. It's an auto-arbitrageur. It (again theoretically) would actually make things more affordable to everyone, and if widely available, would cause deflation as people farmed for items instead of meat (meaning more items and less meat in the economy).
But for now I think it's just going to be interesting and fun profit for those who run it. :)
the_great_cow_guru
09-12-2009, 05:11 PM
Wow sounds awesome, that must've been a lot of work. I can't wait to try it and compare it to my farming script. I'll also be interested to see how it works out in the long run. It might just sink the item prices until it has to castlefarm all the time.
The big thing is that rather than automate whatever it is you decide to farm for, as I think your script does, this actually decides what you _should_ be farming for (assuming your goal is to maximize meat gain).
the_great_cow_guru
09-12-2009, 06:37 PM
Yeah, mine just automates the process. It lets you set where you want to farm and a lot of the details, but it can't make those decisions itself. Your script is unique because it tries to find what will make you the most meat at this exact moment whereas my script (and other similar ones) really only work for long term strategies. That's why I'm interested to see how your script compares. In theory it sounds like it would net more meat, on the other hand there's also the potential for it to be "tricked" by market fluctuations. I'll try running yours for a couple days and mine for a couple days and compare the results. If you're right about the meat/adventure estimate then this one would be significantly better than mine. I find mine usually gets ~750 meat/adventure (of course a lot depends on your gear and such) I'll keep you posted on how it goes.
CKtheFat
09-12-2009, 07:28 PM
Sounds awesome! Unfortunately, I just ascended (using your ascend.ash--glad I bought it!) and will have to wait a little while for my character to get back up into the higher levels.
I net maybe ~400 meat an adventure doing mainly castle farming and autosell... 1,100 sounds rather promising. I don't think I'll be able to get that high since my equipment in only mediocre, but it should be useful.
(smacks self on forehead) I will add a check to see if the area is safe to adventure. Then you should be able to use it low-level. It already takes mall access in to account.
ed: done, give it a try!
asturia
09-12-2009, 08:42 PM
thanks dj_d,
I will give this script a try.
CKtheFat
09-12-2009, 08:50 PM
Thanks for the changes. My main is still in Ronin, but I think perhaps I can test it out with my multi tonight after I unlock the giants' castle.
FYI It should work perfectly in Ronin too - it will consider autosell prices instead of mall prices, then do whatever's best.
mottsy
09-13-2009, 03:16 AM
canadv.ash could not be found (farm.ash line 4)
i have a feeling thats my fault...
Heffed
09-13-2009, 03:51 AM
canadv.ash could not be found (farm.ash line 4)
i have a feeling thats my fault...
Do you have the canadv.ash script?
the_great_cow_guru
09-13-2009, 05:02 AM
CanAdv (http://kolmafia.us/showthread.php?t=2027)
CKtheFat
09-13-2009, 05:49 AM
I would run it, but I get this little error that keeps me from running the main script:
Bad location value: "Nemesis Cave" (canadv.ash, line 213)
I downloaded the latest version from 9/4 from the front page of that thread and Zlib 5. Not sure what's going on here.
Try updating mafia to the latest build.
fewyn
09-13-2009, 06:32 AM
Found one issue with it already, it tried to adventure in the farm but already had exhausted it's turns there so I had to restart the script. A bit annoying since it takes quite some time to rerun it.
Mandrayk
09-13-2009, 08:24 AM
i seem to have the same issue as "CKtheFat"
I believe i have all the latest releases (mafia is 13.5)
help
<edit>
I am guessing I am missing something as I tried to manually go to the nemesis cave but couldn't locate the adventure spot in Kolmafia
StormCrow42
09-13-2009, 03:19 PM
I believe i have all the latest releases (mafia is 13.5)
The latest mafia is a daily build available at http://builds.kolmafia.us. The nemesis update has come since the latest "official" numbered build was released.
In general, you always need the latest daily build to run scripts on this site. The official release is inevitably too out of date, because the devs prioritizing bug-fixing and feature-adding over release-polishing. And because Jick breaks things as fast as they can fix them. :)
BTW, Fewyn/others: is the "right" thing to do to adventure for a set number of turns for ducks, then switch to something else?
fewyn
09-13-2009, 06:01 PM
Yea that would probably be best if it decides to adventure there.
jamesthegreat
09-13-2009, 08:28 PM
I was wondering how long the script should take to run. So far its been running for about 75 minutes and is still only on location 18/82, and has yet to actually farm for anything. Is this a one time "long run" like when equipt.ash needs to regen its item maps or is there something else causing it to run as such. This is on a 2.4Ghz AMD single core with 2 gigs of ram running Windows XP 64 bit.
jamesthegreat
09-13-2009, 08:31 PM
Approx. how long should the farm script take to run? It's been running for over an hour so far and still hasn't started farming anything as its still only calculated up to zone 18 of 82. This is on an AMD 2.4Ghz single core rig with 2 gigs of ram on windows xp 64 bit edition.
CKtheFat
09-13-2009, 08:53 PM
Ah--yes, my Mafia was out of date. I'll run it tonight since I'm drunk on both of my characters, but it's been able to start up okay now.
Mandrayk
09-13-2009, 11:23 PM
ah luverly set it to run, will let you know how i got on, and comment accordingly
jamesthegreat
09-14-2009, 01:28 AM
I'm having some performance issues atm running this script. It's taken almost 2 hours to make it only to 42 out of 82 zones. I'm not sure why it's going so slow as the cpu usage while its running isn't even 1% and I've got plenty of memory to run it in. I tried increasing the heap size for the jvm and it made no difference since the garbage collection compacts the heap back to the original size every 15 to 20 seconds or so. I tried increasing the priority of all threads associated with the jvm with no effect. I have not added any outfits to the script or made any changes as of yet to said script. When I go to run the script, it seems to fly for about 30 seconds, then as soon as the garbage collection hits it runs in slow motion almost. Any ideas or suggestions?
asturia
09-14-2009, 05:43 AM
When I start the script it begins to calculate things and after a while it begins to login again.
When it tries that, it just crashes.
I un the script from a new folder with the latest daily build.
Here is the output from the cli window when it happens:
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
Meat: 358 Items: 50 Combat modifier: -10 Can dive: false
Putting on original outfit and familiar.
Putting Golden Meatseaker the Leprechaun back into terrarium...
Taking Gron the Disembodied Hand out of terrarium...
Putting on time helmet...
Equipment changed.
Wielding time sword...
Equipment changed.
Holding depleted Grimacite gravy boat...
Equipment changed.
Putting on General Sage's Lonely Diamonds Club Jacket...
Equipment changed.
Putting on time trousers...
Equipment changed.
Putting on depleted Grimacite grappling hook...
Equipment changed.
Putting on depleted Grimacite weightlifting belt...
Equipment changed.
Putting on imitation nice watch...
Equipment changed.
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Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
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Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
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Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
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You need 1 more Fernswarthy's key to continue.
You need a 'Fernswarthy's key' to adventure here.
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Unknown location: Drunken Stupor
Please report this missing location here: http://kolmafia.us/showthread.php?t=2027
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Trying to resist stench...
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Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
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Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
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Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
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Verifying ingredients for intragalactic rowboat (1)...
You need 1 more quantum egg to continue.
You need a 'intragalactic rowboat' to adventure here.
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Unknown location: St. Sneaky Pete's Day Stupor
Please report this missing location here: http://kolmafia.us/showthread.php?t=2027
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You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
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You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
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You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
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Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
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Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
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You need 'Absinthe-Minded' to be active to adventure here.
You need 1 more tiny bottle of absinthe to continue.
You need a 'tiny bottle of absinthe' to adventure here.
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You need 'Absinthe-Minded' to be active to adventure here.
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You need a 'tiny bottle of absinthe' to adventure here.
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You need 'Absinthe-Minded' to be active to adventure here.
You need 1 more tiny bottle of absinthe to continue.
You need a 'tiny bottle of absinthe' to adventure here.
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Validating login server (www5.kingdomofloathing.com)...
Redirected to www4.kingdomofloathing.com...
1,010 players online.
Sending login request...
Login reattempt in 1 minute, 15 seconds...
Login reattempt in 1 minute...
Spiny
09-14-2009, 07:37 AM
I don't have access to ascend.ash or the farming package that was recently added to it.
I'm very puzzled as to what occurred here though. The attached session log implies that you're a lv 16 Seal Clubber who was not drunk at the start of the session. Then it seemed it did a bunch of stuff related to the new farming addition to assess best outfits/familiars/combinations of things...
and then put on your rollover gear and started trying to unlock the guild, open fernswarthy's, bat hole, ...
and you adventured in Drunken Stupor AND St. Sneaky Pete's Day Stupor?!? *boggles* SPD isn't till tomorrow. Perhaps you trimmed the session log file down and didn't run this script till you were done with adventuring and consuming things?
Then it wanted to adventure in Violet Fog and later Wormwood, but apparently you didn't have astral mushrooms or absinthe on hand and retrieve_item was called and bombed due to HC or no access to the mall in Softcore if you have mafia set not to buy from mall.
If the attached CLI log is from running the script from a different folder, that's probably part of the problem as far as the woods stuff. It needs to have access to all the helper scripts/data files, but I'm totally speculating here as to what may have caused this.
Hope someone more informed than me can help you out soon :)
-Spiny
Mandrayk
09-14-2009, 07:53 AM
First time I ran the script all was dandy, it picked a nice location and earned a few items / meat...
second run it picked the slime tube to adventure, alas it didn't deal with coated in slime so lot's of deaths... do i need to run another script to fixed coated in slime? am I able to turn 'off' the slime tube / hobopolis as I don't want to multi this area...
Grotfang
09-14-2009, 12:10 PM
Very nice script, dj_d! Worked beautifully apart from an error caused by myself. I hadn't realised that it would equip a rollover outfit named pajamas, so it aborted (having not found that outfit), before overdrinking and spleening. Other than that, it was poetry in motion :-).
Olfaction would be a useful addition, but I can understand how that would be hard to implement. May I ask why it waits until the end to spleen and drink? I realise the difference is negligible, especially if this script is used every day, but if I, for example as I did today, wish to spend one day farming and then the next day doing something different (in this instance, a hamster run) it will reduce the number of turns I will spend doing actual farming.
Thanks again!
Spiny's asking the right questions - I sent him something that should make it easier for him to help debug.
Mandrayk: look in the source for "typical tavern"; just add another location the same way. Next version will have a simplified way to do that.
Grotfang: I hardcoded my preferred consumption regime. The idea is that if you use it day after day, you get the max number of adventures (booze+spleen+pajamas+rollover from yesterday, food from today), but if tomorrow happens to be some sort of super surprise event, you start the day with nearly 200 adventures so you can break the regime and burn a crapload of adventures all in one day. If you want to end the day with as few adventures as possible, just run eatdrink manually (or change the script) before you start. It will still overdrink at the end for you.
jamesthegreat
09-14-2009, 05:44 PM
This is the fourth time I have tried to post in this thread and my reply has not shown up and I'm at a loss as to why. Anyways, this farming script seems to be taking close to 6 hours to run for me. Most of that is just the calculations it does before it farms. My first guess as to why was "slow computer" syndrome but mafia isnt even using 1% of my cpu while the script is running and this is on a 2.4Ghz amd rig with 2 Gbs of ram. Pushing my cpu speed up to 2.8Ghz made no difference. I've added no new outfits or other changes so I have no idea why its taking so long to run. Any ideas what could be causing the problem?
asturia
09-14-2009, 06:13 PM
Spiny's asking the right questions - I sent him something that should make it easier for him to help debug.
The only thing I did was unzip the file and ran it.
I didn't change anything in the script.
What happened was exactly as described in my previous post.
Dj_d, I received nothing. Could you send it again?
I sent it (it = the ascend password) to Spiny as a thank-you for contributing.
Was your character fresh after rollover, or had you already adventured and/or consumed?
Did you run ascend.ash or farm.ash?
greenrider
09-14-2009, 09:07 PM
Not sure if you handle this already in your farm/arb script, but you may want to have the character grab Hustlin' if the script decides to itemfarm and Belligerence if it's meatfarming. Feel free to use my pool functions for that, if you don't already handle this: http://kolmafia.us/showthread.php?t=2263
Also, if the script selects an itemfarming zone with food or drink drops, it might be worthwhile to put in some logic that selects the appropriate friar buff to pump those drops. Speaking from item farming experience, it can make a difference in certain zones where the best drops happen to be food/drinks.
asturia
09-14-2009, 09:07 PM
I sent it (it = the ascend password) to Spiny as a thank-you for contributing.
Was your character fresh after rollover, or had you already adventured and/or consumed?
Did you run ascend.ash or farm.ash?
I ran it fresh after rollover, didn't adventure or consumed anything.
I started the script using farm.ash
Will try again tomorrow.
Decided to give this a try on a largely unused multi. Similar problem to asturia. Ran farm.ash with all default settings (simulate_farm = false). It ran for about 3 minutes, then for no apparent reason it logs in again and mafia crashes.
Here is my last CLI output (except for a few lines of the usual initializing session stuff):
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 213 Items: 143 Combat modifier: -20 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};{-combat};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 213 Items: 143 Combat modifier: -25 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Wasabi Sinuses};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Wasabi Sinuses
Meat: 233 Items: 128 Combat modifier: -5 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Wasabi Sinuses};{+combat-minus-bait};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Wasabi Sinuses
Meat: 233 Items: 128 Combat modifier: 10 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Wasabi Sinuses};{+combat};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Wasabi Sinuses
Meat: 233 Items: 128 Combat modifier: 15 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Wasabi Sinuses};{-combat-minus-ring};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
Meat: 233 Items: 128 Combat modifier: -20 Can dive: false
Calculating for command 'maximize item drop;familiar Leprechaun;{Wasabi Sinuses};{-combat};'.
skipping maximize item drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
Meat: 233 Items: 128 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;'.
Maximizing...
2420 combinations checked, best score 347.74963
Putting on plexiglass pith helmet...
Equipment changed.
Wielding meatspout staff...
Equipment changed.
Putting on porquoise necklace...
Equipment changed.
Putting on toy crazy train...
Equipment changed.
Putting Leper Leopard the Leprechaun back into terrarium...
Taking Tchaikovsky the Baby Gravy Fairy out of terrarium...
Outfits tested; considering skills, effects, and groups
Meat: 96 Items: 114 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{+combat-minus-bait};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
Meat: 96 Items: 114 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{+combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
Meat: 96 Items: 114 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{-combat-minus-ring};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
Meat: 96 Items: 114 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{-combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
Meat: 96 Items: 114 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Peeled Eyeballs
Meat: 76 Items: 129 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Peeled Eyeballs
Meat: 76 Items: 129 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};{+combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Peeled Eyeballs
Meat: 76 Items: 129 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Peeled Eyeballs
Meat: 76 Items: 129 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};{-combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Peeled Eyeballs
Meat: 76 Items: 129 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs}{Wasabi Sinuses};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 106 Items: 119 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs}{Wasabi Sinuses};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 106 Items: 119 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs}{Wasabi Sinuses};{+combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 106 Items: 119 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs}{Wasabi Sinuses};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 106 Items: 119 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Peeled Eyeballs}{Wasabi Sinuses};{-combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 106 Items: 119 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Wasabi Sinuses};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Wasabi Sinuses
Meat: 126 Items: 104 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Wasabi Sinuses};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Wasabi Sinuses
Meat: 126 Items: 104 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Wasabi Sinuses};{+combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Wasabi Sinuses
Meat: 126 Items: 104 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Wasabi Sinuses};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
Meat: 126 Items: 104 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Baby Gravy Fairy;{Wasabi Sinuses};{-combat};'.
skipping maximize meat drop;familiar Baby Gravy Fairy; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
Meat: 126 Items: 104 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;'.
Maximizing...
776 combinations checked, best score 196.0
Putting Tchaikovsky the Baby Gravy Fairy back into terrarium...
Taking Leper Leopard the Leprechaun out of terrarium...
Outfits tested; considering skills, effects, and groups
Meat: 247 Items: 31 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{+combat-minus-bait};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
Meat: 247 Items: 31 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{+combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
Meat: 247 Items: 31 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{-combat-minus-ring};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
Meat: 247 Items: 31 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{-combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
Meat: 247 Items: 31 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Peeled Eyeballs
Meat: 227 Items: 46 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Peeled Eyeballs
Meat: 227 Items: 46 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs};{+combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Peeled Eyeballs
Meat: 227 Items: 46 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Peeled Eyeballs
Meat: 227 Items: 46 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs};{-combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Peeled Eyeballs
Meat: 227 Items: 46 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 257 Items: 36 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 257 Items: 36 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};{+combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 257 Items: 36 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 257 Items: 36 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Peeled Eyeballs}{Wasabi Sinuses};{-combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
calculating impact of effect Peeled Eyeball
Meat: 257 Items: 36 Combat modifier: -25 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Wasabi Sinuses};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of effect Wasabi Sinuses
Meat: 277 Items: 21 Combat modifier: -5 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Wasabi Sinuses};{+combat-minus-bait};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat-minus-bait
calculating impact of effect Wasabi Sinuses
Meat: 277 Items: 21 Combat modifier: 10 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Wasabi Sinuses};{+combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group +combat
calculating impact of effect Wasabi Sinuses
Meat: 277 Items: 21 Combat modifier: 15 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Wasabi Sinuses};{-combat-minus-ring};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat-minus-ring
calculating impact of effect Wasabi Sinuses
Meat: 277 Items: 21 Combat modifier: -20 Can dive: false
Calculating for command 'maximize meat drop;familiar Leprechaun;{Wasabi Sinuses};{-combat};'.
skipping maximize meat drop;familiar Leprechaun; same as the previous outfit/familiar
Outfits tested; considering skills, effects, and groups
calculating impact of group -combat
calculating impact of effect Wasabi Sinuses
Meat: 277 Items: 21 Combat modifier: -25 Can dive: false
Putting on original outfit and familiar.
Putting Leper Leopard the Leprechaun back into terrarium...
Taking Tchaikovsky the Baby Gravy Fairy out of terrarium...
Wielding octopus's spade...
Equipment changed.
Holding octopus's spade...
Equipment changed.
Putting on Knob Goblin elite pants...
Equipment changed.
Putting on Baron von Ratsworth's monocle...
Equipment changed.
Putting on lucky rabbit's foot...
Equipment changed.
Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
You need 1 more Fernswarthy's key to continue.
You need a 'Fernswarthy's key' to adventure here.
Unknown location: Drunken Stupor
Please report this missing location here: http://kolmafia.us/showthread.php?t=2027
You don't have the 'frat boy ensemble' outfit.
Trying to resist stench...
Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
Using 1 sonar-in-a-biscuit...
Finished using 1 sonar-in-a-biscuit.
This zone is no longer adventurable.
This zone is no longer adventurable.
You don't have the 'frat boy ensemble' outfit.
Unknown location: St. Sneaky Pete's Day Stupor
Please report this missing location here: http://kolmafia.us/showthread.php?t=2027
You don't have the 'dyspepsi-cola uniform' outfit.
This zone is no longer adventurable.
This zone is no longer adventurable.
This zone is no longer adventurable.
This zone is no longer adventurable.
You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
You need 'Half-Astral' to be active to adventure here.
You need 1 more astral mushroom to continue.
You need a 'astral mushroom' to adventure here.
Entering guild challenge area...
Completing guild tasks...
Guild store successfully unlocked.
This zone is no longer adventurable.
This zone is no longer adventurable.
This zone is no longer adventurable.
You don't have the 'frat boy ensemble' outfit.
This zone is no longer adventurable.
You need 'Absinthe-Minded' to be active to adventure here.
You need 'Absinthe-Minded' to be active to adventure here.
You need 'Absinthe-Minded' to be active to adventure here.
This zone is no longer adventurable.
Validating login server (www3.kingdomofloathing.com)...
Redirected to www5.kingdomofloathing.com...
1,168 players online.
Sending login request...
Login reattempt in 1 minute, 15 seconds...
Login reattempt in 1 minute...
Login reattempt in 45 seconds...
Login reattempt in 30 seconds...
Login reattempt in 15 seconds...
Login reattempt in 10 seconds...
Login reattempt in 5 seconds...
Login reattempt in 4 seconds...
Login reattempt in 3 seconds...
Login reattempt in 2 seconds...
Login reattempt in 1 second...
Validating login server (www3.kingdomofloathing.com)...
1,167 players online.
Sending login request...
Here's my session log and debug report. I hope that they'll help.
I'm stumped on this, since I've never seen the behavior myself. Maybe the connection is timing out because the long processing time is leaving it inactive while it calculates? Ideas welcome. There's a new version of it posted that will help a bit with debugging (at the start of the ascend.ash thread) - if you re-download ascend.zip it'll be in there.
The connection couldn't have timed out; it only took 3 minutes. I'll try with the new ascend.zip though.
I've also noticed kolm sometimes randomly timing out during script operations, but I don't know what causes it or when it happens - I've always restarted mafia and it goes away. Anyway, the updated version will at least let me know what canadv call is making it puke. At least, I'm pretty sure it's a canadv call...
asturia
09-15-2009, 06:03 AM
I tried again today.
Same result as before.
Here are both the Debug and session log.
Mandrayk
09-15-2009, 08:03 AM
mmm, i've ran this script 3 or 4 times now and all is dandy, no log out problems, wish I knew how to help out with bugging issues.
So far it's picked the same zone each time to adventure. (I did close the slime tube (nobody was playing there anyway)
Thumbs up
uffda
09-15-2009, 11:59 AM
yeah, it had a couple problems with trying to check slime tube, had to comment it out of canadv. It also decided beefy bats would be a good choice on one of my characters so i had to comment that one out as well.
It seems to work correctly other than minor problems with locations and that's mostly from canadv including everything possible
Asturia,
I'm really perplexed by what you're seeing. The updated version I put in ascend.zip had some extra print statements to help debug. You've been a big help so far in solving this so I hate to put it back on you, but I didn't see those extra print statements in the logs you posted. Is it possible you ran the old version by mistake?
asturia
09-15-2009, 05:32 PM
Dj_d I will try again tomorrow and use the latest version. I'm going to download it just to make sure.
I will post a debug and session log then also.
Thanks - sorry to run you through hoops. Anyone else have an idea of what Asturia is seeing, I'm all ears.
asturia
09-16-2009, 06:30 AM
New day, new results.
Just to make sure that it isn't my configuration, I ran it with a new installation of KoLmafia and the latest version of the script.
I'm running Windows 7 RC with Java 1.6 16
Same result unfortunately.
Here are the logs:
Spiny
09-16-2009, 07:42 AM
That's just bizarre as hell.
I can only think this may have to do with canadv.ash. I think I read somewhere that canadv does not auto-update. As such you need to be sure you're running the latest version, which is 0.5 I think. When I downloaded ascend.zip I noticed that canadv.ash was not included in the zip file, but I already had it from when I was recently checking out Zarqon's Checklist.ash script.
I'm seeing some puzzling things when comparing the logs to my own successful one. Can you confirm that you have the latest canadv.ash? If you don't, that may be the source of the problem. If you do... the next step may be to turn mafia's own debugging on to see what we can find out. At the point that the script is bailing, it's presumedly looking for pirate fledges or swashbuckling outfit to equip in order to assess access to the area. Earlier though it used sonar-in-a-biscuits to assess access to the bat hole areas and I know I saw that in your prior logs as well. It should not be doing that, I don't think each attempt. For me, it didn't try to use the sonar-in-a-biscuits at all and checked out fine.
Edit: Bale's character and Asturia's are both Seal Clubbers, though Asturia's alt appears to be a TT... are there any non muscle class accounts experiencing the same problem?
asturia
09-16-2009, 08:03 AM
I think I found the problem.
After I have updated canadv.ash with the latest version, it seems to run fine now.
Dj_d maybe you can include the latest version in your zip file?
Spiny
09-16-2009, 08:08 AM
I think I found the problem.
After I have updated canadv.ash with the latest version, it seems to run fine now.
Dj_d maybe you can include the latest version in your zip file?
Awesome :)
Grotfang
09-16-2009, 03:03 PM
Ran it again today and I have a slight issue with its ability to act out its recommendations.
After its deliberations, the script decided that the optimal place to farm would be in the slime tube, against tier 3 slimes. I completely agree with this decision; tier 3 slimes produce medium slimy cysts which I already know sell well in the mall. It ate accordingly and then went to spend my adventures in the slime tube. Against tier 1 slimes.
Is there any way to remedy this? I have no objections to it using the slime tube as a location - Bale's chamois.ash will keep me on the straight and narrow there without problem. However, I don't think it should be a location if it is unable to work out how to actually use it well. Today was a total write off (I know I should have paid more attention, but RL time is an issue and I just flicked it on while doing other things). While I don't really mind this - I'm not a farmer at heart, more looking for something to do between hamster runs - it is a problem with the script. Today the castle would have been a vast improvement.
Hope I've explained what happened clearly enough. If you need more detail, or if there's a simply fix I have missed please say so!
Cheers,
Ben
Spiny
09-16-2009, 07:50 PM
Ran it again today and I have a slight issue with its ability to act out its recommendations.
After its deliberations, the script decided that the optimal place to farm would be in the slime tube, against tier 3 slimes. I completely agree with this decision; tier 3 slimes produce medium slimy cysts which I already know sell well in the mall. It ate accordingly and then went to spend my adventures in the slime tube. Against tier 1 slimes.
Is there any way to remedy this? I have no objections to it using the slime tube as a location - Bale's chamois.ash will keep me on the straight and narrow there without problem. However, I don't think it should be a location if it is unable to work out how to actually use it well. Today was a total write off (I know I should have paid more attention, but RL time is an issue and I just flicked it on while doing other things). While I don't really mind this - I'm not a farmer at heart, more looking for something to do between hamster runs - it is a problem with the script. Today the castle would have been a vast improvement.
Hope I've explained what happened clearly enough. If you need more detail, or if there's a simply fix I have missed please say so!
Cheers,
Ben
I personally would not like to have a farming script decide that the optimal location would be a clan dungeon, regardless of whether that may be true or not.
The script is using canadv to determine access to a location. Neither farm.ash, nor canadv.ash can make intuitive decisions based on the needs of my clan. I may, technically, be capable and able to adventure in a clan dungeon, but due to a specific sort of run occurring, I stay out because I simply know to do so. Or perhaps I know the instance is near completion and someone else has to spend turns in the area to obtain something they need, I choose to stay out of the area to allow them the best opportunity to meet that goal.
Furthermore, the Slime Tube and Hobopolis each require specific special handling. If it consulted Alhifar's script for Slime Tube, it would still be an epic fail for my Sauceror since I neither have the latest version of the script, nor do I have anything configured for her. Nor do I have urkels as a skill... and for my AT I don't have Cocoon, or any healing skills, so anything more than a few turns in the tube would be highly undesirable.
As for Hobopolis, there would be more special handling involved for elemental resistance vs item drop consideration. For my sauceror, at lv 30, I don't bother with resistance anymore and just load up item drop and use cocoon as needed. For my AT, I have to be a bit more careful and in lower levels, I dreaded Hobopolis altogether.
Anyhow /rant off, don't mind me ;)
@asturia: I run a modified version of canadv locally that I don't want to inflict upon the world, which is why I don't include it in the distribution. I'm absolutely delighted that you found the problem though, and just as happy that it wasn't in my code. ;)
Re: slime tube, the next version will auto-skip it. I can imagine doing something like "if simulating, tell you what's best; if executing, only act on non-clan areas". But simplicity is a virtue. I will probably just exclude those areas by default, and people can include them manually if they want (it will be a setting, so you can change it without it being reset every time you update).
Thanks for the feedback!
I have a Coffee Pixie and I noticed that you're checking against both the Pixie and a Leprechaun, you really only need to check the pixie because it's in all ways better then a standard Leprechaun. That could probably save a lot of processing if someone has a fairychaun.
Spiny
09-17-2009, 09:03 PM
I just saw a post in another thread that reminded me of something I meant to mention and forgot:
When looping thru locations with the script, the first location was:
0/101: 8-Bit Realm
and the last location was
Location 97/101: Typical Tavern
The final checked location number should match up with the total number of checked locations, shouldn't it?
codster62
09-17-2009, 11:42 PM
Wow. Great script. I had to dig out the password from my mind. XD I had forgotten it, then it clicked. Anyways, I have been waiting an hour and 30 minutes, and the script has not spent a single adventure. :( For people who have school or are time limited, this might not be too great... I will release the results when it gets done... But waiting almost two hours is kind of ridiculous for a farming script... Thanks anyways.
@Rinn: It's easy to add that (just look for the code that chooses between the lep and hobo monkey) - but I'm probably going to upgrade it at some point to automatically evaluate all the familiars and consider only the best.
@Spiny: Probably should. I did notice that, and decided not to worry about it unless and until it caused a "real" bug. :)
@codster: There will probably be some perf enhancements coming, but the bottom line is that if you want to optimize, you have to do a lot of iteration. Buy a better computer, be patient, or settle for something nonoptimal (by using a standard farming script).
codster62
09-18-2009, 01:34 AM
Gosh... I am kinda mad. XD I just spent 3 hours running the script then it runs and says I don't have smartstasis so I am on my own. :( Three hours wasted. I will attempt again, but it has to run overnight as I need to go to bed soon.
Spiny
09-18-2009, 02:11 AM
Gosh... I am kinda mad. XD I just spent 3 hours running the script then it runs and says I don't have smartstasis so I am on my own. :( Three hours wasted. I will attempt again, but it has to run overnight as I need to go to bed soon.
Neither smartstasis nor FTF are included as part of the ascend.zip package so if you're being told you need smartstasis, it's most likely on account of whatever CCS you happen to be using. In any event, whatever scripts you have, and use, should all be in the same scripts folder. If you want a quick script, this isn't the script for you. It does take a long time to process all the info that it handles. For me, it only took an hour to get to the point where it advises where to go prior to begin adventuring. I have an abort written in there so that nothing happens at that point and I can do whatever I want. I merely use the script for info purposes.
codster62
09-18-2009, 02:35 AM
Ok, I am gonna try using my labtop with it. I use ubuntu, but I can't get it to work on that, so I will try my luck with windows 7. :)
Grotfang
09-18-2009, 04:05 AM
I use Linux Mint (a modified version of Ubuntu) and it runs perfectly. Most likely the time you are experiencing is either a result of your machine, or (given your reference to smartstasis - a script I don't have either) other scripts interfering.
Note that if you use the default settings, it will only recommend, and not adventure for you. Still, props for adding your own safety measures - I'd do the same in your shoes!
New version posted that tweaks the item drop calculations for a bit more accuracy.
Note that market fluctuations have caused farm.ash to recommend me a new optimal location this morning - one that can be farmed, even at low levels, VERY profitably by (counter-intuitively) maximizing your meat drop outfit and using a *fairy* (not leprechaun) familiar. Run it and see!
codster62
09-18-2009, 09:09 PM
Yayy. I love my labtop. Much faster then my desktop. XD Probably because it is running ubuntu... Anyways, after failed repeated attempts at using my desktop, I switched to my labtop, and it is now only taking approximately 30-45 minutes for it to do it's thing. So anyways, I will list the results in a bit. Thanks for the script Dj_d and sorry for giving you a bunch of crap about it being slow.
EDIT: Ok, I ran it again, and after it was about to adventure, I get an error. :(
Begin index 0 greater than end index -2 (farm.ash, line 569)
I am running again to see if I recieve the same results. I remember this happening before on another script...
SECOND TRY RESULTS
I tried once again, and got the same results. Everything else seemed to work fine, but this is the problem apparently...
Begin index 0 greater than end index -2 (farm.ash, line 569)
PLEASE help somebody... The line 569 says: last_index_of(best_cmd,"}")-1);
Fix uploaded.
Note that if it aborts after it give you your recommendation, you can always adventure manually.
codster62
09-18-2009, 11:16 PM
Ok, I did not understand quite fully. When it gets done, and starts to adventure, is that the place it will adventure for all adventures, or will it switch places sometimes? Anyways, I got the fix, and it is now running on my labtop.
EDIT: Well, it's running, but I don't know if it will work yet. I'll let ya know. ;)
EDIT/RESULTS!
Yes! It's working now! Thanks alot. :) Much appreciated.
codster62
09-19-2009, 02:31 AM
Hmmm. Now to report my results since nobody has really given any information.
Today I spent 350 adventures with this script on my character. Using all 350 adventures, and selling all piles of dusty animal bones recovered(190 of em), I was able to make 240k total at the end of the day. Now, you estimated 1190 MPA with this script. According to the results today, I made about 600 MPA. Is there something I need to do better with this, or does it just vary from day to day? Also, I am not critizizing, but you forgot to think about how quick and at what price the items will sell. I have another multi selling her piles at 950 meat per pile, and they are not selling even that low below mall price... Oh well. I will try tomorrow/tonight and send my results once again.
Thanks,
Cody
The script doesn't guarantee your stuff will sell in the mall for the current market price. As described, prices may change, or it may take a few days to get everything sold. But if you want to be conservative, change the mall markdown amount to something higher - like 100. Then you'll thoroughly undercut the 5th-best price (but make less meat).
codster62
09-19-2009, 06:26 AM
Ok, I just used it with another multi, and for some reason, it picked the wine racks to farm and only made me 50k. :( With 200 adventures. Anyways, why is it doing this? My character is a level 17 Seal Clubber that has access to Giant Castle which would obviously make at least twice as much as the wine racks made me... My character had buffs and could farm at about 300% meat and 10% items, so it should have farmed at the castle which would most likely be the best option. Instead, it picks the racks...
Spiny
09-19-2009, 10:36 AM
Ok, I just used it with another multi, and for some reason, it picked the wine racks to farm and only made me 50k. :( With 200 adventures. Anyways, why is it doing this? My character is a level 17 Seal Clubber that has access to Giant Castle which would obviously make at least twice as much as the wine racks made me... My character had buffs and could farm at about 300% meat and 10% items, so it should have farmed at the castle which would most likely be the best option. Instead, it picks the racks...
My first thought is that if you think you should be farming the castle and disagree with the script, then just farm the castle and don't run the script.
My second thought is have you modified the script so that it works best for you and your given situation? dj_d has offered us the necessary framework to do this, but it's up to each of us to provide the script the necessary settings to make it consider what what would be best for the character in question. At least that is my impression of the script.
The script, as is, considers two outfits derived by maximize meat drops and maximize item drops. For me, maximize item drops involves using my sticker sword. This is not ideal for me as I have only one and I reserve it for hobo boss kills. I could take the time to change the outfit it considers to be what I use for my item drop outfit, but I haven't gone to that length yet as I use the script for merely informational purposes and curiosity. Mostly I don't have the patience to wait for it to run lol. Granted, I don't think I've pulled the latest version down as yet.
Next, consider non-combat/combat boosters:
The script, at present, has 4 preset groups it uses to determine +/- combat enhancers. These groups include the use of: smooth movements/sonata/rock salt or deodorant/ring of conflict & musk of the moose/cantata/pine needles or reodorant/monster bait.
If you do not have all of these skills, items available to you, then create a group (groups) that will work for you.
It also considers the use of knob goblin nasal spray and knob goblin eyedrops.
There's a lot of code in this script and YMMV. My view of the script is that it's a guide, not a bible, but a guide. I can listen to the advice it offers or make my own choices. It sounds like you're not happy with the choices the script is making, but perhaps the script is not optimized to you yet and you need to take care of that.
Thanks Spiny - right on. I suggest you set up your favorite +item outfit, call it "items", and replace "maximize item drop" with "outfit items". Those lines can be any cli text that you want.
It's also quite clear that codster is not the most patient player in the game - obviously you're not going to get much meat if you don't wait for your items to sell in the mall, a process that plays out over hours or days.
Optimal farming takes time and patience. If you want quick hits, farm the castle.
(note that the name of the thread is an homage to this (http://en.wikipedia.org/wiki/Make_Money_Fast) and not a strict description of what the script does!)
Updated version posted with a big new feature - it considers every familiar that you have, and only considers the very best ones, making things go faster.
Mr Purple
09-21-2009, 08:47 AM
Two very minor suggestions:
Firstly, given that the script imports canadv.ash, is it worth putting that in the suite of packages? I can see how this might not be desirable though, if it wasn't written by you.
Secondly, I don't know if anyone else had this but importing another script was case-sensitive. eatdrink.ash was unrecognised but EatDrink.ash worked fine.
These aren't really problems at all though. Great script!
Spiny
09-21-2009, 09:14 AM
Two very minor suggestions:
Firstly, given that the script imports canadv.ash, is it worth putting that in the suite of packages? I can see how this might not be desirable though, if it wasn't written by you.
Secondly, I don't know if anyone else had this but importing another script was case-sensitive. eatdrink.ash was unrecognised but EatDrink.ash worked fine.
These aren't really problems at all though. Great script!
In re to including canadv.ash, dj_d said this a few posts ago:
I run a modified version of canadv locally that I don't want to inflict upon the world, which is why I don't include it in the distribution. I'm absolutely delighted that you found the problem though, and just as happy that it wasn't in my code.
As for eatdrink.ash vs EatDrink.ash... I had to change it to EatDrink.ash in order for the script to run. I don't know about other operating systems, but at least in Linux, the names of files are case sensitive.
Spiny's right, I think - it's a Unix "feature" that the filenames are case sensitive, which can cause issues.
It was trying to tell me the Boss Bat's lair was the right place to go on pure meat drops - which it would be, if I could get there.
I had to hack canadv to not allow Boss Bat if I've already killed him, but I screwed it up last time, so I'm not posting my code until I've tested it more extensively this time.
HasteBro
09-24-2009, 01:55 PM
With 177 adventures spent, it farmed only 20k, with a potential meat in the store of another 20k, which is a ridiculous amount compared to the 170-200k I usually farm in the castle.
From what I get, it tried to farm dusty bottles in the cellar, boosted my item drop to over 200%, ate 15 fullness and spent all those adventures in there and then the script just stopped after putting whatever it had to put in the mall.
I'll try it again tomorrow after changing some of the configuration (like safe adventuring, since the char I'm using is well over level 30)
I'll add the whole log later if you ask.
Haste: you might try running it in "sim" mode and reviewing the output manually. But it's not at all farfetched (or uncommon) that farming wine yields items worth more in the mall than castlefarming.
Since you're high level, the safety threshold is being ignored already.
I'd guess that the wine cellar is being reported incorrectly because it's assuming that the monsters can drop all 6 wines when in fact only 3 types can drop from a single corner.
Alhifar
09-25-2009, 03:44 AM
Shouldn't line 125 be
if (!(favorite_familiars contains g))
rather than
if (!(favorite_familiars contains f))
As it is, only familiar "f" is checked to see if it is in favorites.
You're right Alhifar, good catch! It won't affect normal users of the script but I'll fix it next time I update - after I have a chance to investigate the wine cellar.
Found and fixed the wine cellar problem. Huge thanks for spotting that! In the process, I revamped it to stack rank all locations and work your way down the list, solving the duck adventure issue as well. I also am taking castle noncombats in to account as a special case, since they materially affect the outcome. Testing now (i.e. letting it run overnight); should have a new version up tomorrow.
...And posted. This is a highly recommended upgrade.
CKtheFat
09-27-2009, 05:07 PM
Just ran this script for the first real time (previously it came up with an error saying something like "adventures remaining, aborting" after only adventuring a few times, but it didn't happen with this new version).
So far, very neat! It didn't do anything exotic for me, just put me to the castle for about 25 adventures with pretty much the same equipment I'd use anyway.
More to report later when I let it run through another ~233 adventures.
It won't do anything special after 233 more turns, except sell what you farmed. Where it gets interesting is when, as periodically happens, something spikes in price. For example, this script turned me on to Enchanted Bean farming, which averaged 200 meat-per-adventure more than the castle for a while -a side effect of enchanted bean burritos being included in new content (the epic quest). What's even better was that it figured out that the optimal combination for many farming areas is a mix of +item and +meat, since item drops cap at 100%. It will (now) also do things like hunt ducks for as long as you can before switching over to the castle.
uffda
09-27-2009, 11:20 PM
Does the Oasis factor in needing to stay hydrated?
Not yet. Why, is it recommending the Oasis for you?
It's recommended the Oasis for me. I added a bit to fix that, which might be hacky. First line for context:
int combat_rate = 100 - appearances[$monster[none]];
if (loc == $location[oasis in the desert] || loc == $location["Desert (Ultrahydrated)"])
combat_rate = 83;
Cheese Loaf
09-28-2009, 02:17 AM
Interesting- especially as I'm farming my way along to L30. How does it deal with things like spooky putty sheets? Does it use/maintain them? (Will it keep zapping clod hoppers, for example?)
Fortune cookies built in?
Auto-Olfaction?
Collection of gongs/agua?
uffda
09-28-2009, 04:39 AM
Not yet. Why, is it recommending the Oasis for you?
yeah, it has been
In vars_charname.txt, I set: farm_staySafe false
And now farm.ash reports that *every* area is unsafe. (With this set to 'true', only a few locations are reported as unsafe.)
Here are the last couple of lines reported:
zlib reports that the area is unsafe to adventure in based on your 'threshold' setting.
Sorting locations by meat drops...
Error - no location found where you can adventure.
TH3Y thank you...
CKtheFat
09-28-2009, 11:23 PM
Here's a little something interesting I ran across:
******************************************
Now, to recap...
******************************************
Starting EatDrink.ash (version 2.2).
Consuming up to 15 food, 0 booze, and 0 spleen
Considering food from inventory Hagnk's the mall. Per-item budget cap is 25000.0.
Price will be a factor if you own it already. Hagnk's pulls (if enabled) will cost 1000 meat each.
An adventure has the value of 500 meat. Moxie subpoint is 5. Nonprime stat subpoint is 1.
Finished.
Spent 0 meat. Gained Fullness: 0. Inebriety: 0. Spleen: 0. Adventures: 0. Muscle: 0. Moxie: 0. Mysticality: 0.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).
Now executing on maximize item drop;familiar Baby Gravy Fairy;{Peeled Eyeballs};
Maximizing...
1 combinations checked, best score 154.69046
Searching for "rock and roll legend"...
Purchasing Rock and Roll Legend (1 @ 675)...
You acquire an item: Rock and Roll Legend
Purchases complete.
Casting The Moxious Madrigal on yourself 1 times...
You acquire an effect: The Moxious Madrigal (duration: 10 Adventures)
The Moxious Madrigal was successfully cast on yourself.
Request 1 of 63 (Woods: 8-Bit Realm) in progress...
You acquire an item: continuum transfunctioner
Holding continuum transfunctioner...
You can't equip an off-hand item while wielding a 2-handed weapon.
I'm not sure whether you want to address this, but the script stopped me because I can't adventure in the zone without an offhand item, and yet it recommended (I'm not sure why) that I use the halibut. Not a biggie, it's just time-consumed to restart the script after a little hiccup like this.
I'm also not sure why it bought me a Rock and Roll Legend. I already gots one, you see.
I'm also not sure why it bought me a Rock and Roll Legend. I already gots one, you see.
I suspect this is because KoL's new inventory interface seems to have broken how mafia handles quest items in inventory. From http://builds.kolmafia.us/ :
------------------------------------------------------------------------
r7660 | veracity0 | 2009-09-28 20:39:00 +0000 (Mon, 28 Sep 2009) | 2 lines
Parse new quest item format on inventory pages.
------------------------------------------------------------------------
So, get that new release build and see if things don't improve.
-That's what TH3Y think
Veracity
09-29-2009, 02:35 AM
Rock and Roll Legend is not a quest item. Even before that revision, KoLmafia saw my Rock and Roll Legend just fine.
@Cheeseloaf: no.
@Ziz: Good catch, but unfortunately your fix won't work. I added an adjustment for that; it considers both regular ultrahydrated (5 turns) and extra (20 turns from clover), taking in to account the cost of the clovers, and chooses whichever is best. It won't use clovers if you don't have mall access.
@Th3y: Stupid logic error on my part; fixed.
New version up!
@dj_d: well, at the time I made the change originally, it made an apparently reasonable adjustment to the Oasis value and sent me off to the wine cellar (before you fixed the you-don't-get-all-six issue), but looking at it now I have no idea /why/ it worked, since as you observe, it shouldn't.
I'll try out the new version when I get out of BM again.
Well I've finally tried this for the first time. Confusingly it is telling me to adventure in McMillicancuddy's Farm. That's troublesome since I didn't complete the quest and will only get 5 adventures a day in that location. :rolleyes:
I suppose I can just move to the second item on the list, but it doesn't give me the full breakdown on that location so I cannot figure out what I should olfact there.
That brings me to my second comment. It would be helpful if it told me the most valuable monster to olfact in each location. Ignoring olfaction seems odd. It tells me that Best monster is Rotund Duck for the farm, but what about my second best location after I've exhausted the farm's 5 adventures.
Third comment... Please, please, please give me a non-verbose options. It is enough to tell the user that you're evaluating "Location 92/92: eXtreme Slope" without listing every possible optimal outfit change, just as you listed for the last 91 location. It's just WAY too much feedback and there's no advantage to listing all possible farming configurations more than once.
It would be helpful if it told me the most valuable monster to olfact in each location. Ignoring olfaction seems odd. It tells me that Best monster is Rotund Duck for the farm, but what about my second best location after I've exhausted the farm's 5 adventures.
I also would love to see some support for olfaction. I realize it is work to implement. ; ). But I'd like to suggest the following as a way to support a "first pass" at olfaction with pretty minimal implementation:
1) provide a preference for "olfaction mode"
2) when in olfaction mode, only consider the most valuable monster in each location when computing the ranked list of location values. In other words, assume that the location consists entirely of the most valuable monster (at the proper combat encounter rate for the location).
2a) it would also be nice for the list to show the most valuable monster as Bale suggests
3) the rest is up to the user (for now) in terms of actually setting up moods/ccs to perform the olfaction when adventuring.
-That's what TH3Y think
Rate of monster appearance under olfaction is not 100%. Why should the value be based on that figure when the correct answer is here (http://kol.coldfront.net/thekolwiki/index.php/On_the_Trail)? Though I'll admit that there is little practical difference in finding the best zone for farming, even if the exact yield would differ.
The script already calculates the best monster explicitly for olfaction (although it only prints it for the top choice - easily changed). The problem is that I don't know offhand a good way to say "olfact X when adventuring here". I think it might be doable with Z's between-battle script but I haven't figured it out yet. When I do, I'll do it right - I have olfaction permed on one of my multis so the incentive's there.
There's a good way to automatically add auto-olfaction.
cli_execute("trigger lose_effect, On the Trail, olfact monster zombie waltzer");
That will add a line to your mood. When you lose "On the Trail" it will add auto olfaction for the monster zombie waltzer. I'm not sure how to remove a single line from mood, but that will add one.
That's a good start. So say you spend the first 10 turns hunting ducks and then move on to farming the castle - uneffect "on the trail" before you switch?
Sure you can uneffect it. First I'd set a new command for losing "On the Trail" before uneffecting the old "On the Trail", just because I'm careful that way. It should work just fine.
I don't follow what you mean by "losing on the trail".
Rate of monster appearance under olfaction is not 100%. Why should the value be based on that figure when the correct answer is here (http://kol.coldfront.net/thekolwiki/index.php/On_the_Trail)
I agree that an exact calculation would be ideal; I'm just suggesting a way to get a quick+dirty "first pass" with minimal implementation effort, in case time available to implement is a bottleneck.
-That's what TH3Y mean
CKtheFat
10-01-2009, 04:06 PM
I've just ran into something minor. The script wants me to use a meatspout staff, but the only problem is I'm a moxie class and don't have the strength to use it and hit my targets.
Similar to safe moxie, is this something the script might want to consider?
I added an adjustment for [The Oasis]; it considers both regular ultrahydrated (5 turns) and extra (20 turns from clover), taking in to account the cost of the clovers, and chooses whichever is best. It won't use clovers if you don't have mall access.
Along these lines, FYI the Desert isn't considered (unless, I suppose, you are already Ultrahydrated when running farm.ash):
Considering South of the Border:
Considering Desert (Unhydrated):
Considering Desert (Ultrahydrated):
You need 'Ultrahydrated' to be active to adventure here.
can_adv reports that the area is unadventure-able.
Considering Oasis in the Desert:
And similarly (although in a separate section of the script) for any underwater location, even though underwater-enabling items (SCUBA, etc.) are available in inventory:
Location 92/100: The Mer-Kin Outpost
maximize item drop;familiar Frozen Gravy Fairy;
Dive location, and this outfit doesn't dive.
maximize item drop;familiar Frozen Gravy Fairy;{+combat-minus-bait};
Dive location, and this outfit doesn't dive.
maximize item drop;familiar Frozen Gravy Fairy;{+combat};
Dive location, and this outfit doesn't dive.
-TH3Y thank you
I don't follow what you mean by "losing on the trail".
I mean a mood that is triggered by losing the effect "On the Trail".
johngnash
10-02-2009, 11:51 AM
Unknown variable 'script' (farm.ash, line 1)
asturia
10-02-2009, 11:57 AM
Unknown variable 'script' (farm.ash, line 1)
Are you using the latest version of Kolmafia and the script?
Always, always, always, always, always update (http://builds.kolmafia.us/) your mafia before reporting a problem.
Seriously!
Since I beefed up my reporting on locations I noticed that my 4th best location has some interesting information:
Knob Goblin Kitchens: 822 meat; use maximize item drop;familiar Psychedelic Bear;{Peeled Eyeballs};.
. The best monster there is Knob Goblin Elite Guard Captain, who is worth 1569 meat.
That's only my fourth best choice, but I don't think that a semi-rare encounter should be considered. Is it being rated as a regular encounter?
Also, is the need for hydration being properly considered at the Oasis and Desert?
Is hydration being considered? Yes. Is it being properly considered? Dunno, that's a fine question. :) Make sure you have the latest, since I added it recently.
I'm doing a full rewrite of eatdrink; when it's done, I'll go back to farm.ash and finish olfaction support so you won't need to handle it manually. I'll check on semirares when I'm there (although they *should* be ignored already).
codster62
10-06-2009, 02:03 AM
I don't know if this is just me or not, but I have probably used this in various times, and every time it chooses to adventure for Dusty Bottles or Piles of animal bones. Once again my character is level 18, and I can think of 5 places right of the top of my head more optimal... Why is it doing this? I am running latest of mafia, but it won't adventure anywhere else besides those two.
codster62
10-06-2009, 02:06 AM
REPORT: I have been running the updated version for about 30 minutes now, and I realized for some reason it is running much slower. It ran for only about 25 minutes before.. And it still probably has 30 minutes more to go now. Just curious, what exactly did you update besides what you posted? There's got to be some reason it's running slower. :P
EDIT: Also, you should create a csend command that will send like 1% of somebody's total meat every time somebody runs the script or the script starts. Make it like you suggested to Zarquon that anybody can turn off. I personally would leave it on for ya. :)
codster62
10-06-2009, 03:00 AM
Wow, it chose to adventure at the thundergnome. Why is this? That has practically no good drops.
CKtheFat
10-06-2009, 05:28 AM
Codster, I think bundling it with the purchase-necessary Ascend script is kind of payment enough. So far as I'm aware, that's the only way to get the file in the first place.
The script normally has me just do boring old castlefarming, but it's also gone for the wines and enchanted beans before.
Yeah, it's a freebie for those people who get the ascend script - a little extra thank-you. CK, your experience is what I'd expect. Codster, in order to debug, you're going to have to give me more information, like paste the script feedback here so I can look at it. And make sure you're running the latest version, which you can get by downloading ascend.zip.
Yeah, it's a freebie for those people who get the ascend script - a little extra thank-you.Yet... I wonder how many purchased ascend just because they want farm...
I'm still swatting the last bugs on farm.ash so I'm not quite ready to say it's worth it on its own. :) Olfaction is probably the biggest missing piece before I feel good about it.
codster62
10-06-2009, 10:37 PM
Well, you aren't quite getting what I was trying to say. I know that to get the script payment is required, but with all the debugging, and updates you put forth, I think extra tips would be nice for you. I would definately leave the tip setting on if you placed it there. As far as the debug log, I will try again and post what I got. I had to go to bed last night early..
Thanks for offering, codster - I'm happy to leave it free-with-proof-of-purchase.
You did save your ascend.ash UPC symbol, right?
tgetgel
10-07-2009, 09:14 PM
I was thinking along the lines of optimization in farm.ash. How much difference/varience is there within each of the different zones when maximizing? Can you check a couple of combinations in each zone to form a baseline, then choose the top 5 or so and do the detailed checks? Would this yield the same results?
Can the zone results be saved for each character for the day (progress/status)? I have had the power fail or script abort or had to shutdown and farm.ash restarted and rechecked everything. Can the last 5 or so optimal zone days be saved then leverage that to start? (Power failed twice today.)
tgetgel
10-07-2009, 09:21 PM
My multi does not have a store so the script (farm.ash) aborts when trying to sell off after the eating and adventuring - never makes it to drinking and spleening. Can I designate the store to send stuff for sale or the player to send the stuff to? Can I make farm.ash wait to sell the gained items until the very end of the farming run?
CKtheFat
10-07-2009, 09:57 PM
Make sure you don't send items to your main, as I believe that violates TOS...
You can do all that, tgetgel! Wouldn't be hard, and cool feature ideas. But not high on my priority list, so I don't want to get your hopes up about waiting for them.
Italian Hippie
10-09-2009, 11:20 AM
Question: you say that this script gives you "1136 mpa without exotic stuff such as Hodgman's equipment". I have at my disposal a great farming suit, composed of Hodgman's stuff, the hamster, a BRC as weapon, origami pasties or flaming pink shirt as torso and either a Natty Blue, a Monster Bait or a Mr. A Jr. for my third accessory slot, and I can't break 1050. Before running the script, I make sure I have Cantata, Polka and Phat Loot active. How is it possible?
It did when I wrote that. :) At the time, enchanted beans were spiking in price, and you could farm them with even a low level character that had basic +item equipment. Who knows what'll go up in price next?
Braska
10-11-2009, 01:29 AM
So, I used this for the first time yesterday... and my total meat gain was 86k. I can normally make 120-150k per day just farming the castle manually, so... Just wondering what I need to put here for you to look at. I'm thinking the script didn't sell stuff off, or something...
@Braska: It puts the stuff you farm in the mall. It can take a while for it to actually sell (which is why it doesn't try to report on your earnings).
Braska
10-11-2009, 02:29 PM
Yeah, I got the mall selling thing, I just can't see what it added in.
Though, after running this last night, it did successfully farm for an item that was selling for 1200 meat... So, all seems well today, just that one hiccup day at the beginning.
Great script, thank you. :)
It's ridiculous how much faster this script runs with revision 7724 (http://kolmafia.us/showthread.php?t=2758).
It's ridiculous how much faster this script runs with revision 7724 (http://kolmafia.us/showthread.php?t=2758).
no kidding!!!
codster62
10-11-2009, 07:05 PM
Hmmm. How much quicker is it?(Still waiting for .exe build) Any guestimation of a percent faster this is? Like 25% or something? Just curious. :)
That would be the "make all dj's scripts run two orders of magnitude faster" update. It affected this script particularly, since it runs about 200,000 calculations by default. It went from taking over an hour to now about 200 seconds.
As usual, thanks JH.
Grotfang
10-11-2009, 11:24 PM
Just tried it on the new build.
Wow.
It is amazing how much faster this script runs after revision 7724. That update was perfect for a script that reiterates and reiterates and reiterates. It's like a whole new script now.
Go exponential combinatorial permutations!
Braska
10-12-2009, 08:06 PM
Love the speed of this script after the update, and love the decision making ability. (Open with praise, before going negative.)
This script, while working well with adventuring, does not stop and sell off only the items that were farmed during it's course. I didn't notice until it was too late, that the script sold off all of my reserves of base booze. After watching the print-out at the end of farming, I saw that not only is it selling off my booze, but also what *appear* to be random items out of my inventory.
Is this a built in inventory clean-out function? Or is the script misbehaving? While I don't miss the feathers from ducks that were sold off, I did have use for the booze. I really hate feeling like everything I post lately is a problem report.
Please, understand that I do appreciate you and all the developers of mafia and it's scripts. I merely want a better understanding of what is going on.
halfvoid
10-12-2009, 08:08 PM
two problems. Farm.ash tries to farm the island war after its already been completed and more importantly, it tries to farm the island war with the best possible item or meat equipment, thereby not allowing you to enter the war since you don't have either sides outfit on.
Italian Hippie
10-13-2009, 06:50 PM
It did the same for me, Braska. It comes from the fact that it tries to sell "*" quantity of an item, rather than the number that was gained during that adventures. If you have dook feathers, I suppose it ASSUMES you have farmed the dooks (even if you can't, like in my case).
On a side note, I am seriously amazed at the difference it made to upgrade to the latest Mafia build. The script went from taking roughly 30 minutes (I have a fast machine) to taking 20 seconds. Great work, thanks and congratulations to all the Mafia Dev Team for making this program always better.
codster62
10-13-2009, 09:29 PM
Halvoid - If there is an area you don't want to adventure in, and as stated in past posts, you can remove those locations from consideration simply by adding some of these. ;) //
Braska
10-14-2009, 03:36 AM
That would explain why it sold my stockpile of dry noodles after it farmed the knob kitchens the other day. I think dry noodles drop there, all I know is I had a stockpile (like booze, I save up so I have plenty to cook to blow up innaboxen) of noodles around 150 or so, all sold off.
If it truly is a problem of selling off "*" quantity, would there even be a correction? I am not aware of how this could be changed. Not unless the script could read it's own results, and only sell off the positive gain from the adventure results. Not sure if that is even a possibility.
So there's a tradeoff - if you only sell what you farmed, then if you abort the script midstream and restart, you'll have a bunch of stuff in your inventory that didn't sell. I do that a lot, so I decided to err on the side of mallselling a lot. YMMV.
The problem with the island is probably a shortcoming with canadv - I don't know that it differentiates between different island states etc. But the easy solution is just to add a "farm skip" entry - look at the script, up at the top, to see how to do it.
halfvoid
10-14-2009, 06:16 AM
oh ok. thanks. that fixes everything. it's been trying to farm the island for the last three days. heh, and i usually do take a look at the scripts before i run them too. heh.
tgetgel
10-14-2009, 06:52 PM
... all I know is I had a stockpile (like booze, I save up so I have plenty to cook to blow up innaboxen) of noodles around 150 or so, all sold off.
If it truly is a problem of selling off "*" quantity, would there even be a correction? I am not aware of how this could be changed. Not unless the script could read it's own results, and only sell off the positive gain from the adventure results. Not sure if that is even a possibility.
One approach for "*" is the following:
cli_execute("autosell -150 dry noodles"); //sell all but 150
This would keep you at a consistent 150 inventory level for dry noodles. I use this approach for keeping 3 thin black candles around for summoning demons.
Good call TG. You can also closet the booze before you run it if you want.
Or, if it was me, if I was in anything but aftercore I'd just run it in simulate mode, adventure manually, and sell what you want to. Not much more work and it guarantees you're in full control of your scarce resources.
Braska
10-15-2009, 08:31 AM
Thanks TG, and dj_d. I actually forget about my closet sometimes... just due to the rarity of which I use it. :p
Are you using farm.ash in ronin/hardcore? How's it working otherwise?
traven
10-16-2009, 12:59 PM
Function 'spaces_to_underscores' defined multiple times (farm.ash, line 8)
Any idea what I need to change?
Function 'spaces_to_underscores' defined multiple times (farm.ash, line 8)
Any idea what I need to change?
update your version of farm and zlib
hngkong
10-17-2009, 07:03 PM
Would it be possible to have the wolf masks and giant needles get pulverized or saved rather than just autosold?
It'd be pretty easy to do that. Interesting idea to consider pulverization instead of sell/autosell though.
nightslide
10-20-2009, 08:27 PM
I apologize, I didn't go all the way through the list, but is there a way to specify not to sell some items? For example, I don't want to have the Bottle's of Rum sold, as I make more changing them into Bottle of Lt. Freeman. I didn't see an option, and it'd be nice to setup what are the 'untouchables'.
Edit: Or even just to have it not sell anything? Just a thought. Thanks again for all your help, I'm not a coder at all, but trying to figure everything out.
Thank you very much, great script!
d
Being lazy as I am, I'd love to have it not sell an item as well.
Of course the most obvious answer to have control of what is farmed and sold is to run the script as a simulation (select true when it asks) and adventure manually (or at least manually choose where Mafia adventures). You'd have to do all the selling yourself, but you wouldn't have to fear the script selling them.
Yeah - if you're being selective about what you want to sell, the right way to do it is sim=true. It's really not much harder than sim=false, and you get all the control you need.
Salculd
11-02-2009, 02:34 PM
Today I ran the script on a character I'm not 100% into aftercore with, and it recommended the mysterious island battlefield. It's open for me, which is fine, and I'll probably spend them there anyway, but the specific monster it noted was one of the captains--specifically, the one that dropped the natty blue ascot. Is that really a viable recommendation, considering its circumstances? The stats for that captain indicated that its frequency was 4, too, the same as the normal monsters there.
edit: Also, on additional review, it was recommending an item drop outfit that wouldn't let me adventure there anyway.
Salculd: Two good questions. Farm.ash does have *some* special case code for areas that require outfits (like water) but none for the island. That should really be handled by canadv, but I don't think that script supports island outfit detection yet. As the the NBA, no, it shouldn't consider that. I suspect it's a data file problem, but if it is, others should see it too. I'll put it on the to-do list to look at.
I'll go look at the code after I write this ... but is there a way to get farm.ash to print the breakdown on areas aside from the #1 ranked farming area?
Should be very easy to add!
RNGHeHateMe
11-06-2009, 09:27 PM
Best location is none with the command line ''. Expected value is 0. The best monster there is none, who is worth 0 meat.
Well thats a fine how do you do!
hello
11-11-2009, 11:03 AM
where do i get canadv.ash?
CanAdv.ash (http://kolmafia.us/showthread.php?t=2027)
hello
11-11-2009, 11:45 AM
Why does mafia hang every time I run this script?
Heffed
11-11-2009, 06:14 PM
The script does a lot of calculations. If your machine is low end, it may not work very well.
hello
11-12-2009, 11:23 AM
Well, my comp has high specs and my OS Win7 RC
hngkong
11-12-2009, 01:01 PM
Yeah, recently it's been freezing up for me too when I run it, where before it would run no problem. I have the latest daily downloaded and the version of farm.ash that's in the first post zip right now.
You'll need to define "freezing up" a little better. Does Mafia freeze? Does it just stop processing? If so, what's the last message? Does hitting ESC stop it?
hello
11-13-2009, 01:07 PM
You'll need to define "freezing up" a little better. Does Mafia freeze? Does it just stop processing? If so, what's the last message? Does hitting ESC stop it?
KoL Mafia just hangs, as in it stops working, I can't even close the program, the only way to close the program is to terminate Java from the task manager.
hngkong
11-13-2009, 11:11 PM
KoL Mafia just hangs, as in it stops working, I can't even close the program, the only way to close the program is to terminate Java from the task manager.
Ditto. I've even left it go for 45 minutes to an hour, but it never moves beyond that.
Then you've got a mafia problem, not a script problem.
hello
11-14-2009, 09:40 AM
Well, I'm using the one of the latest daily builds, so I'm not sure if it's a mafia problem, but I'm sure it's not a script problem. It was able to run once, then the next time I tried it, it hangs.
tgetgel
11-14-2009, 02:30 PM
It was able to run once, then the next time I tried it, it hangs.
It sounds like some variable or parameter was set the first time through, and now something does not know what to do with it.
The only problem I have is the occasional endless loop in eatdrink when there is a problem with the price while drinking. (Running XP, latest mafia, latest scripts)
There's no script command to hang mafia. Mafia should always allow you to exit out of a script with ESC, so I'd post it as a mafia bug.
hello
11-14-2009, 08:54 PM
Ok, thanks
lostbug
11-15-2009, 08:42 PM
Hmmm:
Just tried running the script for the first time. It stops with the following message:
Putting on bounty-hunting helmet...
Equipment changed.
Putting on bounty-hunting pants...
You don't have the item you're trying to equip.
But after the script quits at that point, I'm:
(Wearing) Equipment:
bounty-hunting helmet
star shirt
bottle-rocket crossbow
fancy opera glasses
bounty-hunting pants
Baron von Ratsworth's monocle
Zinc Delta of Tranquility
lucky rabbit's foot
bottle of perfume
It will do the same thing with palm-frond capris; i.e., say that I don't have any but yet equip them all the same. Any ideas?
Odd. What command is generating the error? "maximize item drop" or similar?
lostbug
11-17-2009, 01:36 AM
It was maximize meat drop.
But today, just to be annoying, it seems to be running fine, even though I didn't do anything that I'm aware of to make a difference.
If it happens again, see if running the command directly causes the error.
Braska
11-17-2009, 01:36 PM
Hate to be a butt here.... but, is there anyway for the script to actually grab the effects that it recommends running?
And yes, this is just because I'm lazy and prefer to do nothing but type farm.ash, choose false, and eat a sandwich. :p
tgetgel
11-18-2009, 01:52 AM
Hate to be a butt here.... but, is there anyway for the script to actually grab the effects that it recommends running?
Do you mean you want the script to select the buffs and use items for effects based on the location to be farmed, and maybe even the monster you are facing? How do you propose to let the script know what you are interested in: meat, certain items (like recipe components), certain stats, ... I would love to have a script that would farm for a list of items or a list of recipes (collecting the needed ingredients or buying them - which ever is more economical).
And yes, this is just because I'm lazy and prefer to do nothing but type farm.ash, choose false, and eat a sandwich. :p
It sounds like a combination of scripting, ccs and moods. Of course, a script could be packaged with a number of ccs's and then just call the appropriate one when needed. This would be a big job to make it handle each class, gender, sign, area, monster, etc while parsing your items, etc.
If you are only farming one area, research and play around until you figure out what you want to do, then write or customize a script, mood and ccs and you will have it.
But if you do write the big one, I am sure that there are lots of folks that would use it (like me). I am finally getting scripting and ccs, but not yet the moods.:o
braska - it actually does, in most cases - which ones are you talking about?
Braska
11-18-2009, 09:04 AM
The ones I am referring to are wasabi sinuses and peeled eyeballs.
In the list of all possible farming stuff, the script will sometimes show that it is optimal to farm with one or both of the buffs, but has never actually got the buffs for me.
set up 2 moods, 1 for meat farming and 1 for item farming ...
Something I've noticed: as of some mafia builds ago, farm.ash will behave a little differently. Not every line shows up, and it's very slow to respond if you hit the ESC key. I'm not sure when this happened, but it can make it look like farm.ash crashed.
It takes about 2 min to run (may vary significantly based on your connection speed and computer speed), though, and when it's done calculating it seems to work fine.
Nightmaster
11-23-2009, 07:23 PM
Well, I don't want to be a party pooper, but I've given this script several shots, but it has never successfully completed, sim or otherwise. It just gets bogged mid-process, and never recovers, no matter how much time I give it. If you manage to come up with what I should do, I am open to suggestions. I'm going to try to clean up my Hard drives, and see if that helps.
aqualectrix
11-23-2009, 07:42 PM
Nightmaster, your problem may be related to mine. It would be interesting to know what OS you are running on, and what version of Java.
Anyway, my complaint is an odd one. Farm.ash is too fast.
It kept eating the whole of Mafia's heap (well, just about -- never got an actual error), then hanging Mafia (understandably). So I tried giving it more heap to work in, launching my .jar from the command line:
> java -Xmx128m -jar KoLmafia-7822.jar
It took longer, but still ate the heap and hung. I wondered if garbage collection just wasn't happening often enough, so I stuck a line at the top of the location-evaluation loop:
cli_execute("gc");
But still, no go. Perhaps the GC isn't getting enough time, I speculated, because I don't know much about how the Java GC works, and added this line too:
wait(5);
Aha! Success! (But only with 128m; at 64m Mafia still can't handle it.)
I wondered if it was the garbage collection or the waiting that was doing the trick, so I disabled my forced garbage collection and tried again. The heap grew more than before, but Mafia was able to do its own garbage collection often enough that it never hit the limit.
I can drop the wait time down to 3 if I leave the forced garbage collection in.
For some reason, on my system, with my Java, farm.ash is doing too much too quickly for Mafia's garbage collection to keep up. I am running OS X 10.5.8. Java reports its version to be 1.5.0_20; I haven't updated whatever came with the OS.
Anyway, others with the "it just hangs" problem may want to try this solution; it makes farm.ash pretty slow with all that artificial wait time, but at least it completes (for me, in ~20 minutes, during which I read webcomics or something).
I don't think this is a problem with farm.ash, or even necessarily with Mafia. It's just how Mafia behaves on my system with my Java version.
I bet dj_d wasn't expecting to ever get complaints that the script was too fast!
Nightmaster
11-23-2009, 07:52 PM
That sounds very possible. My OS is XP, and my Java is the latest version. It does always seem like the last thing I see before it hangs it the memory bar in the top right maxed out. Perhaps either a delay or a forced GC would be good?
Nice troubleshooting aqua! That's similar to what I've seen, although with me, mafia gets out of it eventually. At the end of the day this is probably a mafia 'bug' (or limitation).
aqualectrix
11-23-2009, 07:56 PM
Yeah, even with this solution it does the "seems to hang, but is actually still working" thing. But without it, at least for me and the time I've had the patience to wait, it's no go.
Edit: I wouldn't advocate wait() in that loop as a default behavior for the script. Plenty of people seem to run it just fine. If enough people have an issue like this it could perhaps be an option; otherwise a note in the first post about where to insert a wait() line should serve for the few who need to get around it.
Jazzmin
11-24-2009, 02:19 PM
I have been trying unsuccessfully to use this script. My problem seems to be that the script gets booted from the internet or something. I see a ton of attempts to re-login, where it gets stuck at synchronizing moon data... if I try to escape out of it it says "Kolmafia declares world peace" and then immediately continues exactly what it was doing before. The only way to stop it is to close mafia. This may be a net limitation at work.
However when attempting to run it from home I get a message saying some error occurred and that it printed the debug log. The debug log is singularly unhelpful, all it says is "Unexpected error, debug log printed" and it has a timestamp.
fuzzyevil
11-25-2009, 03:47 AM
Yeah, just purchased ascend.ash today (for this script, I'm probably never going to use ascend.ash). I got to where it was calculating something with the albino bat (I was simulating), and it just hanged. 10 minutes later, it was still hanging.
If this is a mafia problem, is there a chance it can be fixed?
aqualectrix
11-25-2009, 05:17 AM
Aha!
As I was musing to a friend of mine how odd it was to make a post complaining that something was too fast, his interest was caught. He took a look at the code. He said:
"Java strings are immutable. Every time you do a string concatenation, you produce a new object that the garbage collector has to track."
Now, farm.ash is chock-full of very helpful print statements, all generated on the fly and full of concatenation. Could this really be the issue?
I took out my cli_execute("gc") and wait() statments. I commented all output and print statements in the main location loop out (except the ones actually stating which location was being analyzed). I launched KoLmafia (build 7828) in the default configuration, 64m.
Whoosh! Locations flew by. Heap size never rose above around 40m. farm.ash finished successfully. (Of course, I no longer had the end-report with the location details in it, just the final conclusion.)
I'm not too familiar with ash yet, I admit, but these results are impressive. I would indeed expect removing output to speed execution (communicating with hardware to show things is relatively slow), but not to decrease memory use so dramatically.
Possibly a workaround could be to use buffers somehow? You'd want to do all the construction as buffers, then let print() take care of turning the completed buffer into a string. It might make the output process more annoying (construct buffer, pass to output() which now takes a buffer, etc.), but it might be worth it.
aqua: very interesting! I've long suspected that string manipulations were "expensive" (mafia devs have mentioned as much) and might be responsible for the slowdown, but that's a fascinating experiment.
If anyone's got a brief primer on buffers I'll take a look at converting it.
jasonharper
11-25-2009, 10:48 AM
While use of buffers can certainly improve performance in certain cases, it's NOT going to significantly reduce the amount of string garbage produced. Reason: after every ASH operation, the results are printed to the debug stream - which is normally not open, so this has no effect, but the parameters get evaluated anyway. In the case of buffer values, this means that a string copy of the buffer is produced after every step, which the garbage collector will have to get rid of.
It would be useful if someone who can reproduce this problem, and has a full JDK installation, could produce a heap dump as previously described for tracking down memory leaks: that would at least make it possible to tell just what's clogging up the tubes.
1. Get mafia into the non-responsive state.
2. Run jps to get mafia's current ID.
3. Run jmap -heap:format=b ID to produce the dump, which will be called something like heap.bin.
4. Zip & attach that file to a message here.
fuzzyevil
11-25-2009, 03:36 PM
So, until this issue gets fixed, where do you put the wait(5); statement, exactly? I'm rather script illiterate. :(
So, until this issue gets fixed, where do you put the wait(5); statement, exactly? I'm rather script illiterate. :(
A better solution is just to remove all those excessive print statements. I find them quite annoying and commented them out long ago. I also added a little bit of extra information about all the zones that aren't the best.
Here's the version I'm using which does not have the problem. Same password as dj_d uses.
fuzzyevil
11-25-2009, 07:37 PM
Thanks!
aqualectrix
11-25-2009, 09:22 PM
I've got a dump for you, Jason, but I can't seem to attach it. It's a little less than 13 MB zipped, well below the size limit for .zips. I could try email if you'd be okay PM'ing me an address.
The error I'm getting when I try to attach is
"Your submission could not be processed because a security token was missing.
If this occurred unexpectedly, please inform the administrator and describe the action you performed before you received this error."
Maybe I'm just doing something wrong, but I've tried several times.
Chish
11-26-2009, 02:26 AM
you should probably start including canadv.ash in ascend.zip
Sputnik1
11-26-2009, 03:44 AM
Bale is officially the greatest, I was previously having the same problem as the others, it would freeze about the time it was checking the 8 Bit Realm, eliminating all the extra info that's printed solved the problem, though for me its just doing what I would normally be doing; farming the ducks and then off to the castle
Thanks dj_d for a great script and Bale for making it work for our crappy machines
Great. JH, thanks for looking in to this. Chish, there's a reason for it - search this thread for canadv for details. Sputnik, that's true at the moment; the cool thing about farm.ash is that when things spike in prices - like enchanted beans when the new epic quest came out - it will modify your routine to maximize meat!
hello
11-26-2009, 01:48 PM
Thanks dj_d for the script, and thanks also to Bale for making it work on my comps.
Chish
11-26-2009, 06:14 PM
the script caused Mafia to hang for me; using Bale's modified version worked fine. Thanks!
An interesting script; I have not used it enough yet to want to comment on its quality, but it at first glance it appears ground-breaking!
Does the script know not to bother boosting item-drops past 100%? (i.e., will it equip just enough items to raise item drops to 100% and then use leftover equipment slots to equip items that increase meat drops?) Also, will it do this in the most efficient way? (i.e., will it boost meat drop as much as possible while keeping item drops at 100%?)
tgetgel
11-26-2009, 06:35 PM
Does the script know not to bother boosting item-drops past 100%? (i.e., will it equip just enough items to raise item drops to 100% and then use leftover equipment slots to equip items that increase meat drops?)
Why would you want to limit the item drop to 100%?
jasonharper
11-26-2009, 06:40 PM
Well, I see what the problem is... aqualectrix's heap dump contained over 38 THOUSAND lines of text queued up for display in the gCLI. The script was generating output faster than it could be dealt with, and there is currently no bound (other than available memory) for how many actions can be in the event queue, nor any easy way to enforce such a bound. I'll see what I can do...
Yes, I realize the deadline for NaNoWriMo is fast approaching, but only 50,000 words are needed for that - and I don't think scripts are eligible to enter, anyway.
Chish
11-26-2009, 06:46 PM
Why would you want to limit the item drop to 100%?
because items can't drop more than 100% of the time. I'm talking about the actual item drop rate, not the character's bonuses.
jasonharper
11-26-2009, 09:08 PM
Ok, r7832 should do a better job of dealing with huge amounts of text output with no pauses.
fuzzyevil
11-28-2009, 05:21 PM
Does this script take into account olfaction?
Jazzmin
11-29-2009, 06:32 PM
Ok, r7832 should do a better job of dealing with huge amounts of text output with no pauses.
Whatever you did seemed to work for me. The only change I made was going to the latest mafia build and farm worked perfectly. Thanks a bunch!
At least the version I posted was helpful for a few days. ;)
Sputnik1
11-29-2009, 10:41 PM
hey I wonder how well this is going to work for Crimbo? Now that I think about it, doesnt Mafia limit how people can adventure in Crimbo areas?
Nope. All mafia does is nothing. The zone won't be added until January. You're welcome to adventure manually in the relay browser without Mafia restricting you at all. In previous years, Mafia even updated the items information. I guess you might consider the lack of help to be a restriction though...
Sputnik1
11-30-2009, 01:48 AM
Yea I figured mafia was set up so for special events you couldnt abuse it
It depends on the event - sometimes Mafia will add support fairly quickly (or the event won't require recoding, even) - but Crimbo's a b*tch on the kol servers so the mafia powers that be have wisely decided to avoid exacerbating the situation and don't add crimbo content until (helpfully) after crimbo. :)
fuzzyevil
11-30-2009, 09:19 PM
Is olfaction going to be implemented at some point? I understand that it's a pain to code it in, and that's why it's not in yet, but a farming script that doesn't account for olfaction is kindof limited.
Yes. Actually, most of it's there. Just need to get around to wiring it up.
hello
12-05-2009, 09:29 PM
Is there a way to make the script drink and spleen as well? It only eats whenever I run it.
Bazaaretw
12-06-2009, 05:05 AM
I'm not sure if it's been brought up yet, but I find that when it calculated the buffs, such as peeled eyeballs, it will only make the buff once, is there a purpose for that? Am I having to read quickly in the CLI to see which buffs I need to quickly add to the mood, or is this something that the script was written to do it's self, or possibly even just buff enough for the amount of adventures it's about to use?
Thanks.
Bazaaretw
12-06-2009, 05:07 AM
Is there a way to make the script drink and spleen as well? It only eats whenever I run it.
It's programmed to drink and spleen at the end of run to stock pile adventures in case you wish to use them for the next day's holiday or stat day or such. If you let it run it will do it at the end and show you, but you can also change this in your data folder in your vars file.
hello
12-06-2009, 06:40 AM
How come the farm.ash always end with 'You can't wear that outfit.' after it autosells the items?
Braska
12-06-2009, 01:38 PM
Hello
Have you created an outfit called pajama's? If not, you should make an outfit designed to maximize rollover adventures, name it pajamas, and then run the script. Problem solved.
hello
12-07-2009, 12:27 AM
Thanks, and sorry for being kinda noobish.
halfvoid
12-07-2009, 02:07 AM
Have you created an outfit called pajama's? If not, you should make an outfit designed to maximize rollover adventures, name it pajamas, and then run the script. Problem solved.
i myself just changed that like of code where it switched to the pajama's outfit to do a "maximize adv" cli command instead.
Atreyuu
12-07-2009, 03:13 AM
i myself just changed that like of code where it switched to the pajama's outfit to do a "maximize adv" cli command instead.
How would one go about that? I've found the line in the script...
outfit ("Pajamas");
Can I just change that like to
maximize adv
or something like that?
Thanks, still rather new at running scripts in Mafia.
That FN Ninja
12-07-2009, 03:27 AM
Replace it with this:
cli_execute("maximize adv");
tgetgel
12-07-2009, 03:29 PM
Replace it with this:
cli_execute("maximize adv");
This probably does not matter to most, but the release notes for r7858 states (among other stuff):
Maximizing "adv" now implies "-tie". In the unlikely event that someone
wants to use the tiebreaker in this case, spelling the modifier in full as
"adventures" bypasses this.
So that would be cli_execute("maximize adventures");
lostcalpolydude
12-07-2009, 09:01 PM
I think most people still want cli_execute("maximize adv"); because they don't care about mafia doing stuff with their equipment that has no effect on the adventures the gear will give them.
Spiny
12-07-2009, 09:06 PM
The -tie option is cool if you're low level and need to log in with as much mana as possible to cast summoning skills or whatnot, otherwise if +adv is all that matters, then maximize adv is just fine.
Charles Haynes
12-07-2009, 11:26 PM
If you care about adventures and mana you still don't want +tie, you want to explicitly specify relative values for both. I would suggest something like cli_execute("maximize 100 adventures, 1 mp");
Bazaaretw
12-09-2009, 03:59 AM
"farm_assumeMall"
Whats this function for? I imagine this at true puts the items farmed in the mall, because as far as I've seen in the past week of farming it's been auto selling instead.
Thanks,
Upon testing, I don't believe that's what it does. but I would still like to know what this option is for.
As the comment says:
//Assume you will sell the proceeds in the mall, even if you're in ronin or
//hardcore. Not sure why you'd want to do this, but here it is. :)
When it's deciding what's worth the most meat, it will pretend you have a store and can sell it, even if that's not true. A contrived case might be that you're in ronin burning a bunch of turns with the expectation that you'll sell the results for meat when you get out of ronin.
Bazaaretw
12-13-2009, 06:10 PM
Nah, definitely aftercore, and I remember when I posted this it had just gotten done adventuring in the oasis and it auto sold a few jackets which I know are worth a bit more, so I was curious.
ammy55
12-25-2009, 06:14 PM
is there a tutorial or something to tell me how to configure the farm.ASH script or is it optimal out of the box
hello
12-30-2009, 10:37 AM
I've been getting this problem... - '[the ode to booze] does not match anything in the status effect database.
Bad effect value: "the ode to booze" (EatDrink.ash, line 1339)'
Could anyone help? Thanks.
Grotfang
12-30-2009, 11:04 AM
I've been getting this problem... - '[the ode to booze] does not match anything in the status effect database.
Bad effect value: "the ode to booze" (EatDrink.ash, line 1339)'
Could anyone help? Thanks.
Go to that line and remove the "the".
catatonicmonkey
01-01-2010, 04:59 PM
I'm still rather new to this whole scripting thing, but I've been fiddling with this script and keep getting this error: "Function 'can_adv( location, boolean )' undefined (farm.ash, line 518)." It's come up in more than one place, but for the life of me I can't see what the problem is. Any help?
Problem is simple to fix. Download CanAdv (http://kolmafia.us/showthread.php?t=2027) to your script directory.
catatonicmonkey
01-02-2010, 05:21 AM
Problem is simple to fix. Download CanAdv (http://kolmafia.us/showthread.php?t=2027) to your script directory.
It's sitting in my scripts folder right now and I'm getting the same error.
EDIT: The reasoning seems to be that CanAdv itself is throwing an error:
"Function 'vprint( string, int )' undefined (canadv.ash, line 38)"
You can fix that error by updating zlib (http://kolmafia.us/showthread.php?t=2072).
catatonicmonkey
01-02-2010, 02:39 PM
Huh, I thought I had the most recent version of that. Guess I missed something somewhere.
Sorry for being a pain, everything seems to be working now. Thanks for the help!
caphector
01-02-2010, 09:43 PM
What are the plans for Olfaction? I love the idea of the script, but right now I run it in sim mode and decide if I like the results, then set olfaction manually, and run it in farm mode.
Is there any testing I can do to help move it forward?
redwulf25_ci
01-02-2010, 11:47 PM
Oh, one more thing - I'm predicting about 1146 meat per adventure with this script (hard to calculate the actual number since mall prices vary a bit), using widely available items. On the recommended diet, that's about 300k meat per day net of food and booze, and without exotic buffs like thingfinder or outfits like hodge gear. Just to give you some idea of what you can expect.
Sorry if this is already answered, but I don't feel like going through 25 pages looking.
I make that much castle farming. I DO have Hodge, a BRC and other high end farming items can I do substantially better that 300K running this?
halfvoid
01-04-2010, 12:16 AM
Sorry if this is already answered, but I don't feel like going through 25 pages looking.
I make that much castle farming. I DO have Hodge, a BRC and other high end farming items can I do substantially better that 300K running this?
I've gotten almost 500k without any of the hodge or brc gear before. Just depends on what's hot in the mall.
Tipmon
01-04-2010, 01:48 AM
ok so i got it (liked the password by the way really smart) and i open the directory and waht i do with zip files almost always is extract them to another folder and when i do that i get the error '! C:\Users\Alex.Felicia-PC.000\AppData\Local\Temp\Rar$DI03.121\to_zip.zip: Cannot open C:\Users\Alex.Felicia-PC.000\AppData\Local\Temp\Rar$DI03.121\to_zip.zip
The system cannot find the file specified.
' and it will not move them so i have no idea what to do any help?
*note: im using vista cause i know that matters
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