Feature Mafia doesn't stop automation when /timer times out

SalMonella

New member
Try entering, in the chat text box, /timer 5 0.
Then set Mafia to adventure 10 times somewhere. /timer times out after 5 adventures but does nothing.
The Preferences option under General, "Don't stop automation when counters expire," has no effect, checked or unchecked, on this behavior. I'm currently using r27876, but this has been going on for years. Perhaps it is an architecture bug/feature?
 

Veracity

Developer
Staff member
KoL timers are not integrated into KoLmafia.
Probably because KoLmafia timers existed for years before KoL decided to implement something similar. Presumably because of KoLmafia’s feature.
 

Veracity

Developer
Staff member
To clarify.

Kolmafia has had timers for many years.
Inspired by KoLmafia, KoL added timers several years later.
KoLmafia has not integrated KoL timers. Somehow.
You want KoLmafia to do that.

Changing from Bug to Feature Reqest.
 

SalMonella

New member
In that case, what is the KoLmafia equivalent? Is there a way to tell KoLmafia to stop automation after N turns? It's quite easy to have it adventure exactly N turns and then stop, but with multiple effects and other things firing after different numbers of turns, it would be convenient to stop whenever each one times out.
 

ckb

Minion
Staff member
You could use Mafia Counters

A counterScript can be used to do various things (like stop) when counters run out.
 
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