Make.meat.fast

Elegant it is,thanks. Just run it now - it decided that the bugged bugbear pens are the way ahead now >_< this after having to tell it not to use hobopolis/slime tube - farmer is non-guilded...
 
Elegant it is,thanks. Just run it now - it decided that the bugged bugbear pens are the way ahead now >_< this after having to tell it not to use hobopolis/slime tube - farmer is non-guilded...

Yes, but that is a fault with can_adv since it does not have any way to detect if you have access to those zones. I had the same problem with mine and added in "return false" for those since I do not plan to buy a basement for said multi.
 
The problem is not (mainly) with can_adv. Now farm.ash is incorrectly applying item drop bonuses to pickpocket-only items in addition to counting semi-rare combats as normal adventures. Is there ever going to be a fix, or has dj_d abandoned the project (disappointing, since I paid for the script).
 
I agree with psly4mne, this script is barely functional anymore. When I paid a Mr. A for the ascend.ash suite (which was primarily for this script), I was more or less under the impression that it was not only for the amount of work djd had put into the script, but would continue to. If this continues to remain in its current state, I will be considering requesting a refund.
 
If this continues to remain in its current state, I will be considering requesting a refund.

Technically this script paid for itself in about 3 weeks for me. I consider that my "refund". Otherwise, this script is perfectly functional if you take the time to learn a little ash. Or keep two separate instances of mafia. One for your small army of farming multis which uses a old "farm.ash friendly" version of mafia, and one for your one character that you actually play which uses all the shiny new features.

dj_d can do as he pleases. As far as i'm concerned, he laid out some pretty serious framework with this script, and that is what i / you sent him a Mr. A for.
 
Stop making my idle threats more impotent. I just want updates.

(But really, I'm not sure about your 3 weeks math, script averages about ~150 mpa gain for me, but I only have one real farming multi).
 
Technically, the script's profit is only the difference between whatever it recommends and what you'd earn from Castle farming.
 
a old "farm.ash friendly" version of mafia
.. which will eventually be so out of date that it won't understand the content of you inventory, won't have the newest (and better) farming locations, won't know about newest foodstuff, changes in mechanics, effects of new skills, ...
 
when i ran farm today and yesterday i got the error

Begin index 0 greater than end index -1 (canadv.ash, line 147)


whats the fix (if any) for this

EDIT: both times it happened was right after
Considering Boss Bat's Lair:
 
If the error happened in canadv.ash, wouldn't it be more appropriate to mention in that thread? Anyway, it sounds like the type of error generated when trying to do substring matching on a url that timed out... it can also happen if something else is modifying the bathole page.
 
how do i tell the script to skip isle war?

tried "farm_skip_Islewar true" but didn't work

i want it to not consider the Island as it won't properly farm it
 
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I'm babysitting a friend's account/laptop He said to run farm.ash

Map modified within foreach (farm.ash, line 169) is the error I receive...

Here are the lines around there, any help?

print("Final familiars for consideration:");
foreach f in familiars
{
print("Familiar "+f+": Meat ("+familiars[f].meatmod+"). Items ("
+ familiars[f].itemmod+").");
}
print("Done evaluating familiars.");
}
 
Thanks! It would be nice to know what lines should be before/after those because the line numbers are wrong in notepad... I'll figure it out but I really appreciate the help!
 
Yes, but that is a fault with can_adv since it does not have any way to detect if you have access to those zones. I had the same problem with mine and added in "return false" for those since I do not plan to buy a basement for said multi.

Did this work for you? I have done the same edit, and it still insists on trying to pickpocket (software clitches?) in the bugbear pens even though I can't get there, and do not have pickpocket skill ...

Code:
Request 1 of 129 (MusSign: Bugbear Pens) in progress...
You can't get to that area.

my canadv.ash -
Code:
  // signs

   case $location[Thugnderdome]: if (!primecheck(25)) return false;

   case $location[Pump Up Moxie]: return (in_moxie_sign() && can_adv($location[south of the border],prep));

   case $location[Pump Up Mysticality]:

   case $location[Outskirts of Camp]: return (in_mysticality_sign());

   case $location[Camp Logging Camp]: return (in_mysticality_sign() && primecheck(30));

   case $location[Pump Up Muscle]: return (in_muscle_sign() && checkguild() && perm_urlcheck("plains.php","Degrassi Gnoll"));

   case $location[Post-Quest Bugbear Pens]: return false;

   case $location[Bugbear Pens]: return false;
   case $location[Spooky Gravy Barrow]: return (in_muscle_sign() && primecheck(40) && (have_familiar($familiar[frozen gravy fairy]) ||

                                                have_familiar($familiar[flaming gravy fairy]) || have_familiar($familiar[stinky gravy fairy])));

running r8430, farm.ash has not worked for me for the last couple of weeks' :-(

best regards
Dave
 
It appears to work for me. I've not have any problems with Bugbear pens (not ascended) so can't say anythign abotu that but all locations that I have added "return false;" to seems to be off limit. I am thinking of putting the daily dungeon in there as well since it is annoying that it tries to get to the vampire clam and pickpocket it (I do have pickpocket), when there are in fact only 1 combat in the DD and it is a lizardman... :)
 
Once again, this isn't a problem so much with canadv as it is with farm -- pickpocket drop rates are now in the database, which basically makes the item_drops_array() function necessary. I guess the easiest way to solve all these problems would be to use an older build (possibly just the last version release, 14.0). Of course, this means that you won't be able to use some scripts that require functionality that has been implemented since then, and you'll encounter a bunch of the bugs that have been fixed since then.
 
Given how long this script takes to run, and how little it gains me over my burning turns in castle/pyramid by hand, I may just replace it with a re-done (changing display case to mall) version of the following in my logout script -
Code:
int [item] inventory = get_inventory();
batch_open();
 
foreach i in inventory
	{
	if (display_amount(i) > 0)
		{
		print ("placed "+i+" x "+item_amount(i)+" in display case");
		put_display( item_amount(i), i );            
		}
	}
batch_close();
(this was written by someone else on the forum, but I can't find the thread at the moment)

e.g something like (lightly tested, no warrenty) -
Code:
int keep_amount=3;
int inv_amount;
int shop_amount;

int [item] inventory = get_inventory();
batch_open();
 
foreach i in inventory
	{
	if (shop_amount(i) > 0)
		{
		inv_amount=item_amount(i);
		shop_amount=inv_amount-keep_amount;
		if (shop_amount > 0)
		{
			print ("placed "+i+" x "+shop_amount+" (of "+inv_amount+") in mall");
			put_shop(0, 0, shop_amount, i );            
		}
	}
}
batch_close();
best regards
Dave
 
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