Bug flyeredML no longer auto-correcting to under 100k

VinnyB

Member
When mafia's flyeredML variable is >= 100k, but you visit the Arena and it turns out that you aren't actually done yet, ... nothing happens. Didn't it used to auto-update the number to like 99999? If this was just a fever dream then I guess consider this a feature request? :P
(This initially happened mid-autoscend, but I stopped it and manually clicked it a few times and nothing changed. Went and flyers a couple more things (and flyeredML kept ticking upwards); returned and was told I was almost finished (and again no reduction). Repeated and the sidequestArenaCompleted finally ticked over from none to frayboy.)

Thanks! <3
 

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There has never been code in KoLmafia to cap the preference at 100,000.
There is nothing in KoL to stop you from flyering if that preference is already at or above that number.
If that pref is 100,000 or greater, KoLmafia will stop giving you a stationary button to flyer and will stop auto-flyering.
But if you choose to do so, anyway, we don't stop you.

I have never "visited the Arena and told it wasn't done".
I wonder what autoscend did that resulted in more ML being counted than KoL thought was the case?
 
I have never "visited the Arena and told it wasn't done".
There have been times when KoLmafia thought we had the ML to finish the quest and removed the button and yet when visiting the Arena KoL said it wasn't done. Those I saw have been tracked down and fixed.

I've very sure there has never been a cap, but the idea of adjusting the number back below 100K when the quest doesn't complete could help scripts work better while hiding the fact that there is something wrong with ML tracking.

Binny is in Avant Guarde, so there could easily be a ML tracking issue in that path.
 
Every fight in that path is two fights. I assume you can flyer for both the bodyguard and the actual monster.
Yes, I see that in his log.

Code:
[287] Near an Abandoned Refrigerator
Preference lastEncounter changed from bellhop acting as the bodyguard to a spider gremlin to spider gremlin
Encounter: spider gremlin
...
[287] Near an Abandoned Refrigerator
Preference lastEncounter changed from spider gremlin to Mer-kin scavenger acting as the bodyguard to a batwinged gremlin
Encounter: Mer-kin scavenger acting as the bodyguard to a batwinged gremlin
Round 1: binnyv uses the rock band flyers!
Preference flyeredML changed from 10058 to 10610
...
[288] Near an Abandoned Refrigerator
Preference lastEncounter changed from Mer-kin scavenger acting as the bodyguard to a batwinged gremlin to batwinged gremlin
Encounter: batwinged gremlin
Round 1: binnyv uses the rock band flyers!
Preference flyeredML changed from 10610 to 10881

I only did one Avant Guard run, but flyers worked fine for me.
I also don't remember that the next body guard was tagged with the same turn number as the previous monster, but there we are.
It looks like body guard fight takes a turn and the regular monster fight is free?

In any case, to identify the issue, we'd need to understand what is going wrong with the tracking.
Where/why are we not getting the correct ML for one or more monsters?

The Mer-kin scavenger counted as ML 552. Attack of 450 + 102
The batwinged gremlin counted as ML 271. Attack 169 + 102

What was providing the extra 102 ML? Perhaps we miscalculated that?

the idea of adjusting the number back below 100K when the quest doesn't complete could help scripts work better while hiding the fact that there is something wrong with ML tracking.
If we don't adjust the flyeredML down, you can do:
Code:
while (!sidequestArenaCompleted) {
   repeat {
      adventure once and flyer
   } until (flyeredML >= 100,000)
   visit arena
}
If we set the flyeredML to < 100,000, you can do
Code:
while !sidequestArenaCompleted {
   while flyeredML < 100,000 {
      adventure once and flyer
    }
   visit arena
}

It is not clear that one way or the other is "working better" - and neither really "hides the fact that there is something wrong with ML tracking", since you wouldn't code either of those loops unless you suspected that ML tracking could be off.
 
My scripts tend to just flyer above a 10k total (also, the total is 10k not 100k). There are some times when this gets messed up by Mafia, though I am not totally sure why and I don't remember when. My past notes indicate tracking was off in Heavy Rains and Fall of the Dinosaurs... but that may have been fixed. Or maybe off because of the weird additional ML those paths have.

Also note that if you get both flyers, Mafia does not track them separately even though KoL does.
 
Well, duh. Yeah, I knew it was 10K. :)

That's a good suggested feature.

What were you trying to do? Get the the rock band flyers as a frat boy, charge 'em up, and then do the whole island as a Hippy, and try to turn the jam band flyers in to instantly complete the 6th sidequest?

That seems pretty niche - you could always just do the flyering as a hippy - but yeah, we should track the way KoL does.

One more thought:

Notice that the ML Vinny's log was exactly the monster's attack from monsters.txt + 102.
That is the number we use if you don't have Manuel, but KoL does have variance.
(If you have Manuel, we use the number that Manuel tells us.)

If Vinny does not have Manuel, KoLmafia's calculation will always be an approximation.
 
That's a good suggested feature.
What were you trying to do?

This came about mostly because my script tries to outsmart me. It tries to get the flyers if possible - and then if it has the flyers it will use them. Doing the War as a Hippy, you will eventually get the Frat War outfit - and you can get the rock band flyers as soon as you do. Once you reach the arena as a Hippy you can get the jam band flyers, but if you previously has the other flyers and used them at all, the Mafia property will start as some non-zero value.

Implementing my feature request should be pretty easy, I just have not done it and I have not had reason to run the War as a Hippy in a while (usually it is due to some new path with factoids to collect).
 
There has never been code in KoLmafia to cap the preference at 100,000.
There is nothing in KoL to stop you from flyering if that preference is already at or above that number.
I guess I was probably thinking of the battlefield killcount numbers, which get automatically adjusted upward/downward if you visit the island and mafia notices that the killcount number doesn't fall within the known range for [whatever image # the center is displaying]. It's a really useful error-checking mechanism when dealing with opaque stuff like stuffing fluffers.
I have never "visited the Arena and told it wasn't done".
I generally go to turn in the flyers the instant TourGuide stops nagging me about flyering everything, and have run into the tracking being slightly off (despite the fact that I do indeed have a Manuel) often enough that I have assumed there was some level of variance, which a single additional fight always seemed to get the job done.
(Not this time though -- it was off significantly enough that an extra AG pair of fights still didn't suffice!)
 
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