Miner.ash - Automated ore farming

I tried redownloading a lot of times.
Also, here is the error.
Script parsing error (miner.ash, line 42)
I'm using the one on the front page.
 
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Have you opened the script in any way? Script parsing errors generally show up either when a script has been opened and resaved with an editor such as Word or Wordpad or if something is very wrong in the script.
 
Oh, never did post the version for the water fixes.
This version updates the post 57 version, which enabled Crimbo mining as well as trying to only mine useful squares rather than all the top 2 rows even if it knows that it's useless.
The post 67 version fixes underwater mining, which hasn't working since the sea revamp in March.
 

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One minor edit, I kept getting the error "Server returned response code 404 for mclargehuge.php", so I updated the line

boolean m1open = contains_text(visit_url("mclargehuge.php"), "bottomright");

to read:

boolean m1open = contains_text(visit_url("place.php?whichplace=mclargehuge"), "id=dwarfmine");

As far as I can tell - that allows it to work without problems
 
Lots of other random bits need to be updated, such as the checks for both the knob and underwater. And it thought that the candy mine from 2012 was open again a month ago. :)
 
No guarantees it will actually work, but here's the basic update for mine number 5. It has a different outfit needed, the High-Radiation Mining Gear which is not yet known by mafia.

Huh, no spoiler tag on this forum. Oh well. If you don't want mine content spoiled, don't keep reading. Cause spoilers follow.

Also, it uses an interesting mechanic. The "interesting" spots in the top 3 rows may or may not be Crimbonium. Non-interesting spots will always have peppermint tailings. The "interesting" spots in the bottom 5 (and some in the top 3) are dangerous and will do major hp damage, and so all of those spots in the lower 5 should be avoided. At some point, I'll try to update for avoiding interesting spots in the lower 5 rather than seeking them out.

Anyways, what this version adds are 2 new mining types, crimbonium and peppermint. It also adds basic handling for mine 5, including the knowledge that it needs the High-Radiation Mining Gear to get in, and that it can be found in the Crimbonium Mining Camp if you aren't set to buy stuff automatically from the mall. Will it work? Maybe. Once mafia knows about the outfit and the 5 associated new items.
 

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Hey Theraze, I believe there are always 6 or more connected "interesting spots". 6 of those are guaranteed to be the crimbonium, all the other interesting spots are cave ins. You'd want to only go for the big patch of interesting spots and mine those while avoiding everything else.
 
Call me a Noob if you want, but I just would like to ask, how do I actually use this for farming Nuggets of Crimbonium? I'm not getting anything when I attempt to run the script.
 
Eliteofdelete is correct, each cavern is composed as follows: 6 nuggets of crimbonium (which will always be in a single adjacent block, but said block can be any shape composed of 6 adjacent squares), 4 cave ins (which are distributed totally randomly, some can be adjacent to crimbonium squares), and the rest plain. The 10 squares that are crimbonium or cave-ins will all sparkle (only adjacent squares sparkle normally, all crimbonium/cave-in squares sparkle with Crimbonar or Object Detection). The crimbonium tends to be near the top of the mining screen, but it doesn't have to be, the only constraing is that it's in a contiguous group. I've had several mines with no crimbonium in the top row. Plain squares will always give peppermint tailings (in addition to small substats or meat).

The optimum manual strategy (as far as I know) is to mine with Oily Legs and Crimbonar or object detection active and make a beeline for the large clump of interesting/sparkling coordinates, mine that clump until you've gotten 6 crimbonium, then get a new cavern. (Takes an average of about 10 turns of Oily Legs per cavern.) And stop when you run out of Oily Legs.
 
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Call me a Noob if you want, but I just would like to ask, how do I actually use this for farming Nuggets of Crimbonium? I'm not getting anything when I attempt to run the script.

You will need to go in using notepad to edit the ash file. The top section is user configurable and you should see the section theaz added for mine5 aka the latest crimbo mine. You will one need to set the amount of crimbonium to something other than zero and you will need to change the "radioactive gear" outfit to a custom outfit of your choice. I for example created a custom "Crimbo 2014" outfit via mafia and then used that exact wording to replace the default radioactive gear.

Once the daily build catches up and recognizes the in game radioactive gear you will not have to change the gear wording. I suspect by then the master scripters will have fine tuned this script so that it can grab 6 crimbonium and then move onto the next cavern
 
Here's my quickly modified adventncmine alias. Haven't tested it yet, but this is modified from the prior adventmine (now renamed to adventggmine, since it mined Green Gummis) which was in post 57.
alias adventncmine => ashq import <miner.ash> crimbonium = item_amount($item[nugget of crimbonium]) + (6 * "%%".to_int()); mine_stuff();

So adventncmine 5 should mine through 5 mines, for a total of 30 new crimbonium nuggets.

Edit: Here's another alias that uses the above alias to decide how to burn off your turns.
alias adventflask => ashq while (have_effect($effect[loose joints]) + have_effect($effect[oily legs]) == 0 && item_amount($item[flask of mining oil]) > 0) use(1, $item[flask of mining oil]); if (have_effect($effect[loose joints]) > 0) adventure(have_effect($effect[loose joints]), $location[the crimbonium mining camp]); if (have_effect($effect[oily legs]) > 0) cli_execute("adventncmine 1");
 
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What do I have to put into my zlib pop up box to make the miner.ash auto mine for me in the crimbo mine? I can't figure it out.

Edit: Mafia keeps saying this when I try to run miner.ash: Bad location value: "Outskirts of The Knob" (miner.ash, line 138)
 
First, which version are you using? If you're using the post 1 version, then... uh, you'll need to mine it yourself manually.
If you're using the version from post 70, then add the aliases from post 76.

Running adventncmine 1 will fully get the crimbonium from 1 mine. Running adventflask will use a flask of mining oil and burn off the proper effect either in the camp or the mine. Before you do that, be sure to maximize for items first, since miner will automatically set you for the mining outfit and hp regen. :)
 
Ok, I added the correct miner.ash and added the aliases from post 76 and typed in adventncmine 1 in the CLI and it comes up with this error now: Bad location value: "The Crimbonium Mining Camp" (miner.ash, line 411)
 
Okay, you'll now need to update to a newer version of mafia. I suggest at least r15024 from the Daily Builds at the top of the page.
 
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