My personal Meat farming script

Just to confirm what I speculated in my previous post...

I created a carpe (and your new prop updated to "true". Thanks for that. It allowed me to remove some server hits from my scripts.)

I then submitted the link to create a bass clarinet again. This time I got the empty results box.

So, apparently the check for whether you've used the floundry does happen before the "Not enough fish." check. As one would hope...but I felt the need to confirm it. lol
 
Revision 52 adds more Source Terminal support, as txrangersxx suggested:

Code:
// Should we Extract Source essence in battle?

boolean should_extract = define_property( "VMF.SourceExtract", "boolean", "true" ).to_boolean();

// Which Source Terminal extrusions to create
//
// booze.ext		(10) hacked gibson - 4 fullness EPIC booze
// food.ext		(10) browser cookie - 4 fullness EPIC food
// goggles.ext		(100) Source shades - (non-tradable) accessory: Item Drop +10, improves Extract
// gram.ext		(100) Source terminal GRAM chip - (non-tradeable) Source Terminal upgrade (up to 10 usable)
// pram.ext		(100) Source terminal PRAM chip - (non-tradeable) Source Terminal upgrade (up to 10 usable)
// spam.ext		(100) Source terminal SPAM chip - (non-tradeable) Source Terminal upgrade (up to 10 usable)
// cram.ext		(1000) Source terminal CRAM chip - (non-tradeable) Source Terminal upgrade
// dram.ext		(1000) Source terminal DRAM chip - (non-tradeable) Source Terminal upgrade
// tram.ext		(1000) Source terminal TRAM chip - (non-tradeable) Source Terminal upgrade
// familiar.ext		(10000) software bug - familiar

string [int] desired_extrusions = define_property( "VMF.SourceTerminalExtrusions", "string", "", "list" ).to_list_of_string();
By default, we will cast Extrude in combat - if you have a Source Terminal and extract.edu is currently active.

By default we will not extrude anything. You can specify a list of desired extrusions, in order, duplicates allowed, separated by "|". At the end of the day will will do them for you.

Six of the extrusions are non-tradeable chips which are limited upgrades to your Source terminal. If you configure such an extrusion and have already maximally upgraded your Source Terminal with that chip, we skip it.

I suppose that if you were not already maxxed out on that chip and extrude it, we could/should install it for you, for the benefit of people using this code before they have a fully upgraded Source Terminal. What do you think?

(How many people own a Source Terminal and have not yet upgraded it? Is it still selling in the mall?)
 
How does the extracting in battle work with WHAM's extracting? And shouldn't booze.ext,googles.ext,food.ext be just like mafia so booze, food and googles?
 
This script's combat filters do their own built-in actions first - pickpocket, pocket crumbs, olfaction, extract, hobo monkey stasis - and only after it is done with those does do they defer to whatever your CCS says. If yours is "consult WHAM.ash", then WHAM will be given control after extraction and all the other actions. I assume that WHAM will not Extract if Extract was already done this battle; doing otherwise would be a bug in WHAM. After all, WHAM cannot expect that it is the first and only combat action in your CCS.

I have no idea what you mean by "just like mafia". You can say "terminal extrude food.ext" or "terminal extrude food"; they are the equivalent.

Have you looked at the documentation string for the "terminal" command?

terminal enhance|enquiry|educate|extrude [filename] - Run the specified Source Terminal file

What, exactly, do you think "filename" is?
 
I note the presence of the nightcap drink as an option. If I set it to blank will the script not overdrink? If not may I make a feature request for a configuration option that will keep the script from overdrinking? Use case is a character that is running the script but intends to ascend once the script stops. In some sense the resources spent to overdrink could be considered wasted. Thanks.
 
That's reasonable.

VMF.Nightcap defaults to Fog Murderer, although I have chars who use a bucket of wine or a cherry bomb.

I'll make so that if you set that property to "" or "none", it will not overdrink.

I'll be ascending myself in five days or so into my first (only) Noobcore run, and will certainly want to run this script to build up my purse before doing so.
 
I appreciate the kind words...perhaps I'll change my mental paradigm from "scripting noob" to "beta tester scripting noob." :D

My "customers' are NEVER a PITA. I wrote this script for my own benefit - and as a source of code that others can pull into their own scripts - but if you like my script as is, I am grateful and humble and and happy to hear your issues/suggestions. I may or may not decide to (eventually) implement feature requests, but it is important for me to listen respectfully and to fix bugs, and discuss features - including, sometime, why I won't be adding them to this script.


And this amuses me. My personal attitude is that I want complete control over how my characters spend my resources. So, no EatDrink; I have a variety of "awesome" foods and boozes to use the bulk of my stomach and liver and at least "good" 1-size stomach/liver/spleen to fill up the rest. I also happen to know that they are all "cheap" for what they give.

So, could EatDrink look at my "meat per adventure" and come up with better solutions? I expect it can. But, I have the "I want control over the resources my characters spend" thing, and my pre-coded items are "good enough".

Which has nothing to do with you, since you, too, are using "somebody else's script" to make decisions for you and one of those scripts is mine, and if you want to use EatDrink, good for you!

I will be working more on "good" choices for food/drink/spleen - it's on (the bottom of) my To-Do list, but, again - that's for my own use.

Which is neither here nor there, but something this script WILL help you with is in calculating your "meat per adventure" - which is a parameter to EatDrink and such, in determining how much is worth spending on consumables to eke out One More Adventure.

It is fuzzy, since my script compares "meat before you do anything" with "meat after you have done everything" - and "everything" includes running breakfast, for example. "Selling stuff you got while adventuring" certainly counts towards "Meat per adventure", but "collecting Meat from the Hippy stand as part of breakfast", not so much.

Not exact, but indicative.

Anyway, eat/drink/spleen up in any way you want before running the script - and if you get more adventures than my coding hard-coded choices give you, go you!

Thanks for your feedback.
 
Revision 53 does this:

- If crafting "fancy" drinks will end up costing adventures, cast enough Inigo's to make that not happen. We get said fancy drinks via acquire, which may simply buy, rather than craft, them, but that can't be predicted ahead of time.
- If you extrude a non-tradeable Source Terminal upgrade, use it right away - which will take its presence into account when deciding whether or not to do the NEXT extrude.
- After validating which Robortender drinks will be used to lubricate the familiar, "acquire" them immediately, rather than waiting until the actual script tasks. This will abort with a helpful message, allowing you to manually acquire or create the drinks and then restart.
- If you set VMF.Nightcap to "" or "none", we will not acquire or drink a nightcap. I.e., we will not overdrink at the end.

That reduces my current To Do list to this:

Code:
// ***************************
//          To Do            *
// ***************************

// Platinum Yendorian Express Card
//     (use from inventory or borrow from/return to clan)
// Source Terminal: optionally Digitize monster we are copying
//     (add to putty_filter and also track digitized monster counter)
// Make moods configurable (Farming, Gingerbread City)
// Improve food, booze, and spleen choices (or make configurable).
I expect to be taking a break before working on those things; for the next some amount of time, I'll be souping up my Gingerbread City script.
 
Something in my Kol Ecosystem is putting items in the mall at max price. I think it is VMF. Is this the expected behavior or have I missed a configuration option or what? Thanks.
 
Code:
// Should we mallsell or autosell loot found in breakfast?

boolean should_sell_breakfast_loot = define_property( "VMF.SellBreakfastLoot", "boolean", "true" ).to_boolean();
There are also sets of items that specify which things should autosold or sold in the mall, but you have to edit the script to change those.

Code:
// Each of the following item sets must contain at least one
// item. Otherwise, ASH will give you a set of ALL items.
//
// If you want no items in a particular set, use "none" as the only
// element.
That is important to remember, if you do edit the sets; simply saying $items[] will NOT do what you expect or want.
 
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Thank you. As so often happens my question was not clear. If it is VMF that was mallselling the items then is pricing them at 999,999,999 the expected behavior?
 
Yes. It puts them into the mall without specifying a price. If you don't have any in the mall already, you get max price. The script intentionally leaves it to you to change the price later, at your own convenience.
 
Yes. It puts them into the mall without specifying a price. If you don't have any in the mall already, you get max price. The script intentionally leaves it to you to change the price later, at your own convenience.

Thank you. I need to remember to find a time when it is convenient to change prices :-)
 
One more data point :
Net income = 1,281,507 Meat in 328 turns. Meat/Adventure = 3,907
Cumulative income = 45,952,314 Meat in 11,593 turns. Meat/Adventure = 3,963
 
Ran the script today and it started to loop in the DMT:

Code:
[2826] The Deep Machine Tunnels
Encounter: Black Into Your Soul
Submitting option 5 for choice 1119
Encounter: Dim Lavender Across The Universe

Here's what's in the HTML on the page:

Code:
<Center><centeR><table  width=95%  cellspacing=0 cellpadding=0><tr><td
style="color: white;" align=center bgcolor=blue><b>White-chartreuse-tan Forwards
In Time</b></td></tr><tr><td style="padding: 5px; border: 1px solid
blue;"><center><table><tr><td><center><img
src="/images/adventureimages/dmtnoncom.gif" width=100
height=100></center><p>Deep within your pineal gland, a melodious door appears
inside a vortex of unease. As you draw near, it buzzes a harmonious symphony.
You try to remember the symphony, but your memories are transparent, throbbing
lilac cubes. You are desperate to appease the a vortex, but you can only growl.
You growl. Scintillating ochre radiates from your third ear. The door
opens.<p>Outside, there are options for you.<center><form style='margin: 0px 0px
0px 0px;' name=choiceform1 action=choice.php method=post><input type=hidden
name=pwd value='nope'><input type=hidden
name=whichchoice value=1119><input type=hidden name=option value=1><input
class=button type=submit value="→ A dancing of piercing shapes."><br><font
size=-1>(acquire some abstractions)</font></form><p><form style='margin: 0px 0px
0px 0px;' name=choiceform3 action=choice.php method=post><input type=hidden
name=pwd value='nope'><input type=hidden
name=whichchoice value=1119><input type=hidden name=option value=3><input
class=button type=submit value="A cone that encloses."><br><font size=-
1>(acquire modern picture frame<img src="/images/itemimages/magnify.gif"
valign=middle onclick="descitem('266516661');">3 in
inventory)</font></form><p><form style='margin: 0px 0px 0px 0px;'
name=choiceform4 action=choice.php method=post><input type=hidden name=pwd
value='nope'><input type=hidden name=whichchoice
value=1119><input type=hidden name=option value=4><input  class=button
type=submit value="A little cone, familiar, beckoning."><br><font size=-
1>(duplicate one food, booze, spleen or potion)</font></form><p><form
style='margin: 0px 0px 0px 0px;' name=choiceform6 action=choice.php
method=post><input type=hidden name=pwd
value='nope'><input type=hidden name=whichchoice
value=1119><input type=hidden name=option value=6><input  class=button
type=submit value="A path away. All ways. Always."><br><font size=-
1>(leave)</font></form><p></center>

Maybe KOL changed something as there is no choice for value=5.
 
ASH now lets you see if a choice is valid rather than just submitting it.
I'll look at this. Thanks for the DEBUG log!
 
Recent Store Activity (past 2 weeks)
04/23/17 15:43:36 (Name removed) bought 1 (pogo stick) for 4,000,000 Meat.
  • Advs Used: 352
  • Meat Gained: 1,307,399
Net income = 5,302,652 Meat in 333 turns. Meat/Adventure = 15,923
Cumulative income = 32,349,891 Meat in 7,096 turns. Meat/Adventure = 4,558

There was a large purchase from my store during the script's run. As you see, it was folded into the totals, skewing them completely. Is this a correctable problem?
 
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