autoscend - a sl_ascend fork/continuation

Seeing as we only call handleOven (the range using function) at D2 initialization, L11 wine bomb making, or trying to get Milk of Magnesium, chances are it was at the very start of D2 or when you tried to make a Milk.

I do see where there might be a problem though. We try to buy a range if you have 1000 meat more than the cost with whatever NPC discount you might have but only when it is called so at one of the 3 points above. The only path where we try to actively buy a range basically all of the time is WereProf because of the limited availability of the Professor's cottage. We don't account for someone pulling it from their storage. SO, maybe we should fallback to that if there is actually one in storage?


I get that we are somewhat at cross-purposes here because I prize automation over speed.

The script stops because I can't cook fancy food without a range. In my automation centric world, that is the wrong thing to do. The script should get a range, stop trying to cook fancy food or use hybrid strategy depending on run conditions. If it stops in SC then I am going to sacrifice one pull to get the range - indeed I might actually start pulling it on D1 just so I don't have to deal with the issue :-) In HC I am most likely to sacrifice 10 turns at the Job Board to get 1,000 meat and buy the range.

Autoscend has a few sub-optimal strategic choices hidden behind preference gates. "Enough people want to do this so we will accommodate them but that doesn't mean it will be the default". I could see this behind one.

I also find it somewhat illogical for the script to tell me I can't cook when there is an unused range in inventory but there may be a reason not to use a range if it got there manually that I can't figure put.

Thank you.
 
Do you know what it was trying to cook? I have a draft PR to pull a range if there is one in storage and the buying function didn't work, but that won't help if it fails when trying to create a specific kind of food because there is no range
 
Do you know what it was trying to cook? I have a draft PR to pull a range if there is one in storage and the buying function didn't work, but that won't help if it fails when trying to create a specific kind of food because there is no range
Nothing that I recall seeing in the gCLI or that got logged. I always figured the script had a list of optimal foods and was trying to cook one of them.
 
Tangent. HC, Standard Pastamancer just got to the Tower Door and autoscend didn't have keys so it stopped. Don't know why it failed to get the keys but...

I figured I had to get the keys manually and that mean I had to eat and drink on my own. KoLmafia says (and displays in the consumption GUI) I can make soft green echo etc. martini. But when I try and do so

Verifying ingredients...
Verifying ingredients for soft green echo eyedrop antidote martini (1)...
Verifying ingredients for rockin' wagon (1)...
Auto-repair was unsuccessful.

(autoRepairBoxServants is false)

This raises some questions. First is autoscend's "range problem" triggered by KoLmafia not telling the truth when autoscend asks whether something can be made? Mafia says Yes, autoscend tries and then mafia says "can't cook". If this is caused by a setting or a script of mine then there might be one more thing autoscend needs to check or disable. I'll do a little digging.

P.S. - trying some thing manually in the relay browser reminded me free crafting might be a factor. The browser let me craft the martini even though it claimed Shake would take one turn and I had zero turns.
 
Last edited:
I know why it failed to get keys and that was because of the Patriotic Eagle Screech merge a week ago. A fix was just merged in to correct that. Basically, it would fail to use the Gelatinous Cubeling and so it wouldn't go to the DD.

Definitely could be something to do with KoLmafia not telling us the right info about a food and it's ability to be cooked. Building on your P.S., could there be issues when free crafts (or maybe just certain free crafts) are available that Mafia thinks that you have a full kitchen? There might also be some hardcoded food somewhere in autoscend that we try to make but we need the range for. I do know that we try to get the range when cooking the Unstable Fulminate so that would be one potential breaking point.
 
I'm puzzling over a failure to progress at the moment, and I can't work out a simple workaround. I think I'll have to finish the war manually, I've never seen this fault before. fragment of GUI log pasted below.

In a nutshell, I'm playing a Disco Bandit and when I talk to Yossarian the junkman expecting to be handed a molybdenum magnet all he says is "Hey, you can tell your officers that I'll have the next shipment of cars ready by the end of the day". It's as if the quest is already completed but both "guide" and "autoscend" identify this as something still to be done. Kolmafia version is KoLmafia-28345.jar.

I suspect, as when I manually fight in the way, as I'm killing 8 hippies at a time this quest has actually been completed but not marked as such. I'll see if I can manually change the state of the gremlin quest.

[DEBUG] Removing "-equip beer helmet" from current maximizer statement
[DEBUG] Adding "-hat" to current maximizer statement
[DEBUG] Removing "-equip distressed denim pants" from current maximizer statement
[DEBUG] Adding "-pants" to current maximizer statement
[DEBUG] Removing "-equip bejeweled pledge pin" from current maximizer statement
[DEBUG] Adding "-acc3" to current maximizer statement
We don't have the molybdenum magnet but should... please get it and rerun the script
Stack trace:

at L12_gremlins (level_12.ash:1251)
at L12_islandWar (level_12.ash:2417)
at process_tasks (autoscend.ash:1745)
at doTasks (autoscend.ash:1984)
at auto_begin (autoscend.ash:2101)
at safe_preference_reset_wrapper (autoscend.ash:2131)
at safe_preference_reset_wrapper (autoscend.ash:2138)
at safe_preference_reset_wrapper (autoscend.ash:2138)
at safe_preference_reset_wrapper (autoscend.ash:2138)
 
I'm puzzling over a failure to progress at the moment, and I can't work out a simple workaround. I think I'll have to finish the war manually, I've never seen this fault before. fragment of GUI log pasted below.

In a nutshell, I'm playing a Disco Bandit and when I talk to Yossarian the junkman expecting to be handed a molybdenum magnet all he says is "Hey, you can tell your officers that I'll have the next shipment of cars ready by the end of the day". It's as if the quest is already completed but both "guide" and "autoscend" identify this as something still to be done. Kolmafia version is KoLmafia-28345.jar.

I suspect, as when I manually fight in the way, as I'm killing 8 hippies at a time this quest has actually been completed but not marked as such. I'll see if I can manually change the state of the gremlin quest.

[DEBUG] Removing "-equip beer helmet" from current maximizer statement
[DEBUG] Adding "-hat" to current maximizer statement
[DEBUG] Removing "-equip distressed denim pants" from current maximizer statement
[DEBUG] Adding "-pants" to current maximizer statement
[DEBUG] Removing "-equip bejeweled pledge pin" from current maximizer statement
[DEBUG] Adding "-acc3" to current maximizer statement
We don't have the molybdenum magnet but should... please get it and rerun the script
Stack trace:

at L12_gremlins (level_12.ash:1251)
at L12_islandWar (level_12.ash:2417)
at process_tasks (autoscend.ash:1745)
at doTasks (autoscend.ash:1984)
at auto_begin (autoscend.ash:2101)
at safe_preference_reset_wrapper (autoscend.ash:2131)
at safe_preference_reset_wrapper (autoscend.ash:2138)
at safe_preference_reset_wrapper (autoscend.ash:2138)
at safe_preference_reset_wrapper (autoscend.ash:2138)
If it is complete, but for some reason autoscend/guide thinks that it is still active it's a prefs issue. Run this in the gCLI if you completed it as a fratboy. If a hippy, change fratboy to hippy.
Code:
set sidequestJunkyardCompleted = fratboy
 
I think I worked out what triggered the situation - I was away from home and ran kolmafia+autoscend on a different computer that had a vanilla configuration and that might have swapped me from frat to hippy or vice versa.
 
We guarantee nothing if you run across different computers. Mafia (and to a lesser extent autoscend) maintain state, not all of which is easily recreatable.
 
We guarantee nothing if you run across different computers. Mafia (and to a lesser extent autoscend) maintain state, not all of which is easily recreatable.
I lost my preferences a few months ago and I'm still finding places where mafia's state is off. I'm thinking it might be a good project. No way autoscend can handle that.
 
I lost my preferences a few months ago and I'm still finding places where mafia's state is off. I'm thinking it might be a good project. No way autoscend can handle that.
It is probably worth starting a separate thread about preference management. It has been an "issue" for at least a decade and a half and there is still room for improvement.
 
I'm running into a problem where autoscend aborts because I supposedly need 1,000 meat when I have 10,000+ meat (80,849 in this instance). I'm not sure how to sort this out. I've tried manually running a couple of the start quest actions (e.g. speak to Trapper, plant the enchanted bean, etc). It's still giving this error:
[INFO] Autoscend thinks that you need 1000 meat for remaining quest requirements this ascension.
auto_interrupt detected and aborting, auto_interrupt disabled.
Stack trace:
at auto_interruptCheck (auto_util.ash:3879)
at doTasks (autoscend.ash:1863)
at auto_begin (autoscend.ash:2162)
at safe_preference_reset_wrapper (autoscend.ash:2192)
at safe_preference_reset_wrapper (autoscend.ash:2199)
at safe_preference_reset_wrapper (autoscend.ash:2199)
at safe_preference_reset_wrapper (autoscend.ash:2199)
at main (autoscend.ash:2247)
 
Where it says you need 1000 meat is just strictly an info dump, probably related to the Palindome NCs. It doesn't mean anything other than you will need 1000 meat at some point this run and is not the cause of whatever error you are experiencing
 
Where it says you need 1000 meat is just strictly an info dump, probably related to the Palindome NCs. It doesn't mean anything other than you will need 1000 meat at some point this run and is not the cause of whatever error you are experiencing
I can see that. The problem is that it is aborting for that reason. I read it, run autoscend again (with my 80k meat), and get the same result. It's not the typical "stop with 2 adventures left" thing. I still have dozens of adventures at that time. It just goes through the start up check (diet, quests left, etc) and then aborts for needing 1,000 meat.

I "solved" it now by finishing the crypt quest manually and then rerunning autoscend. Didn't get the abort and it finished out the day.
 
Whenever the script stops for some other reason than spamming the esc key, it will output how much meat it needs. It is not aborting because of that, it's just info that is shown. The real reason for the abort is probably a couple of lines above that error. Probably something related to the cyrpt being expected to be able to be completed but not actually doing the quest, based on you fixing it by doing the quest.
 
I know this is not the preferred place for bug reports but if I post here I can stop trying to remember to report elsewhere :-)

I've been doing GLover runs, both HC and SC. There are some consistent issues. One concerns the Summon Clip Art drinks. KoLmafia thinks they can be created. They can't and that is a KoLmafia issue but autoscend aborts when they can't be created. That is fine except when character is out of Ronin, they can be bought in Mall, have been bought in mall and restarting the script fails. Definitely a nit that might behave differently if KoLmafia handled their availability differently.

My experience is that autoscend is biased towards using the Everfull Darts. They can't be used in GLover but sometimes the tendency to equip them anyway is not helpful. Trivial workaround is to closet them.

autoscend aborts because it has spent 51 turns in Twin Peaks. That is true but when I visit in the relay browser all three signal fires are lit and all that needs to be done is visit the Baron to complete the quest. Doing so and restarting still aborts until I set newbie override.

Nor sure refactoring is worth the effort - how many people are dong GLover? - but it doesn't matter how many turns have been spent in Twin Peaks if the fire is lit.

Thanks.
 
I know this is not the preferred place for bug reports but if I post here I can stop trying to remember to report elsewhere :-)

I've been doing GLover runs, both HC and SC. There are some consistent issues. One concerns the Summon Clip Art drinks. KoLmafia thinks they can be created. They can't and that is a KoLmafia issue but autoscend aborts when they can't be created. That is fine except when character is out of Ronin, they can be bought in Mall, have been bought in mall and restarting the script fails. Definitely a nit that might behave differently if KoLmafia handled their availability differently.

My experience is that autoscend is biased towards using the Everfull Darts. They can't be used in GLover but sometimes the tendency to equip them anyway is not helpful. Trivial workaround is to closet them.

autoscend aborts because it has spent 51 turns in Twin Peaks. That is true but when I visit in the relay browser all three signal fires are lit and all that needs to be done is visit the Baron to complete the quest. Doing so and restarting still aborts until I set newbie override.

Nor sure refactoring is worth the effort - how many people are dong GLover? - but it doesn't matter how many turns have been spent in Twin Peaks if the fire is lit.

Thanks.
I'm doing a massive issues fixing PR that is looking at older paths (DG, Wildfire, Bugbear Invasion, Nuclear Autumn). I'll take a look at this post too.
 
I'm doing a massive issues fixing PR that is looking at older paths (DG, Wildfire, Bugbear Invasion, Nuclear Autumn). I'll take a look at this post too.
FYI -- you'll have an easier time getting your change(s) accepted if you break up your PR into several smaller PRs so it's not as daunting to review all at once.

(One PR per logical fix or perhaps per challenge path is a good rule of thumb. Bundling too many changes together makes it hard to tell which parts of the PR are relevant to specific bits of functionality.)
 
I'm doing a massive issues fixing PR that is looking at older paths (DG, Wildfire, Bugbear Invasion, Nuclear Autumn). I'll take a look at this post too.

Thanks. The KoLmafia fix so that Summon Clip Art "products" are not creatable in GLover is in. It worked as expected.

I have been revisiting old paths and will try and note issues that might be worth addressing.

My biggest complaint is somewhat generic and related to combat. autoscend stops because it can't handle a monster or keeps getting beaten up. I then resolve the problem by pressing one button in the relay browser (if it is a case of not handling the monster) or manually lowering ML and refighting. I would rather have a four day run where I just start autoscend once a day and forget it than a three day run where it stops several times to make me resolve something that could have been anticipated by the script. I understand the devs prize speed of maintaining automation so I am not suggesting my preference needs to be accommodated :-)

That said there is room for improvement for the Digital Realm. I've seen cases where it changes equipment so it can't damage the creatures with a weapon but does not consider spells and seen cases where the ML is just too high.
 
Back
Top