Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

Sign up now!

Monkey Quester

Joined
Aug 16, 2024
Messages
131
monkeywithkeyboard updated Monkey Quester with a new update entry:

Monkey Quester v0.1.17 Released!

Monkey Quester updated to v0.1.17.


Monkey Quester v0.1.17​

Known Issues:
  • Charged jewelry/item not yet supported
  • Applying global inventroy from Global Settings works. However, clicking the global button in a specific quest inventory adds too much food.
Changelog:
  • NEW QUEST The Lost Tribe
  • Fixed global inventory. Thanks @Annoying RuneMate Staff Guy
  • Fixed Waterfall Quest issue where the bot would unequip/re-equip Glarial's Amulet. Thanks @daxmeist
  • Fixed NPC attack options for combat actions (bot will force always left click during combat actions). Thanks @Spicy
  • Fix The Knight's Sword requiring a Blurite sword. It can now be obtained during the quest. Thanks @daxmeist
  • Fix Priest In Peril trying to free up 56 free slots on regular accounts. Thanks @Annoying RuneMate Staff Guy
  • Fix The Golem Shantay Pass traversal hopefully. Thanks @Annoying RuneMate Staff Guy
  • Fix Elemental Workshop 1 potentially trying to buy a 3a pick. I'd recommend you have a pick in your bank when you start the bot, it will always use that one instead of trying to buy the best one it can use. Thanks @Chessmaster Hex
  • Add grand exchange settings to the Global Settings (see attached image). This should help if you're having difficulty buying the quest items. Thanks @Chav
  • Add consumable checkbox to item configuration. See ⁠・quester・⁠ for an example video. Use this for stamina potions and other consumables you don't want restocked if you run out in the middle of a quest.
  • Add defensive null pointer checks to prevent potential crashes

Read the rest of this update entry...
 
Last edited:
Joined
Aug 16, 2024
Messages
131
monkeywithkeyboard updated Monkey Quester with a new update entry:

Monkey Quester v0.1.21 Released!

Monkey Quester updated to v0.1.21.


Monkey Quester v0.1.21​

Known Issues:
  • Charged jewelry/item not yet supported (you can work around this by marking them as consumable and putting them in your inventory)
  • Applying global inventory from Global Settings works. However, clicking the global button in a specific quest inventory adds too much food.
Changelog:
  • NEW QUEST Shadow of the Storm
  • Improved pickpocketing in Ardougne Easy.
  • Added Potato with cheese to food items
Thanks to reports from @american express
  • Attempted to fix repeated Shantay pass arch traversal.
  • Fix Demon Slayer requiring keys even though they are obtained during the quest.
  • Hopefully fixed issue in Recruitment Drive with not talking to Sir Tinley.
  • Fixed The Knights Sword trying to buy silly expensive pickaxe or use one you cannot use.
  • Fixed stall in The Lost Tribe if you got assigned the Cook to talk to.
  • Fixed Elemental Workshop 1 trying to buy very expensive pickaxes. (Also thanks to @Chessmaster Hex for this one)
Thanks to reports from @
  • Fixed Sheep Herder sheep feed not being withdrawn from bank if inserted.
  • Fix Witch's Potion not having coins when trying to buy eye of newt, and let it buy items from the GE for mains.
  • Increased Death Plateau required free slots to prevent soft lock.
  • Allow Monk's Friend items to be purchased from the GE. Also improved blanket pickup action.
  • Plague City improved portrait pickup action.

Read the rest of this update entry...
 
Last edited:
Joined
Aug 16, 2024
Messages
131
monkeywithkeyboard updated Monkey Quester with a new update entry:

Monkey Quester v0.2.7 Released!

Monkey Quester updated to v0.2.7.


Monkey Quester v0.2.7​

Known Issues​

  • Potions are still awkward. Make sure you check the "consumable" checkbox when you configure these. Better support hopefully soon.

Changelog​

  • NEW QUEST Fairy Tale I (Unlock fairy rings coming next update)
  • Charged teleport jewelry is supported.
    • Burning Amulet, Combat Bracelet, Digsite Pendant, Magical Lyre, Games Necklace, Amulet of Glory, Necklace of Passage, Ring of Returning, Ring of Dueling, Slayer Ring, Ring of Wealth, Skills Necklace, The Elves Crystal. If you see anything missing, let me know and I'll add it.
  • Major update to the combat system, manual casting now works, flinching should work better, support for future multi-style fights (still need to do the UI for this).
  • New "Settings configuration" variant. In this variant you can set up quests and create a queue which will be loaded when you launch a paid variant.
  • New Trial. "First taste is free". This trial allows you to run the following quests for free:
    • Cook's Assistant
    • Sheep Shearer
    • Romeo and Juliet
    • Rune Mysteries
    • The Restlest Ghost
    • Doric's Quest
    • Natural History Quiz
  • Fixed inventory/equipment not saving correctly if a quest had more than 1.
  • Fixed ship travel so that it doesn't try to teleport away when on a boat.
  • Fixed food interaction in quest inventory modal including a potential NPE. Importing from global settings should now work with a small default quantity.
Thanks to reports from @american express
  • Stopped movement during flinching if bot is paused
  • Fixed an issue where a cutscene clamp could apply indefinitely in Shadow of the Storm
  • Added a selectable reward for Shadow of the Storm (default: Ranged)
  • Updated logging
Thanks to reports from @theokaygatsby
  • Fixed a major issue that caused the bot to not work for anyone who had done any of the Troll content.
Thanks to reports from @! Conjureganja/wizardbloo !
  • Added coins to the default inventory for Plague City so it doesn't get stuck buying requirements.
  • Increased coin count in Daddy's Home to prevent it running out
Thanks to reports from @party and @Setti_Tapsa
  • If you change the quest's equipment or inventory while it is preparing for the quest, it should now correctly restart the preparation.

Read the rest of this update entry...
 
Last edited:
Joined
Dec 18, 2024
Messages
105
This is certainly Beta stage, if not Alpha tbh - it really requires babysitting but it is AMAZING. I reckon I have lost well over $20 from it getting stuck on nothing or just bugging out but I am not going to submit for any refund simply to help support this project (and it would also mean uploading 100s of logs hahaha - but mainly to support).

Such an amazing resource and I can't wait to see a finished article with more and more quests added to it!

@monkeywithkeyboard mad respect for even considering such an enormous and intimidating project. Full support.

I give it 2/5 right now, simply because if you leave it to its own devices you are likely to come back to it having stopped to an error like it couldn't interact with the NPC standing right beside it LOL
However, there have been times were it has run for hours without fail and completed a string of quests...so maybe 2/5 is a little unfair but honestly this is going to be a game changer! Keep at it and good luck!


(Not to mention I've been running it on an ironman too, and it gathers all resources and knows all the prep for each quest where I wouldn't even know where to start!)
 
Joined
Aug 16, 2024
Messages
131
This is certainly Beta stage, if not Alpha tbh - it really requires babysitting but it is AMAZING. I reckon I have lost well over $20 from it getting stuck on nothing or just bugging out but I am not going to submit for any refund simply to help support this project (and it would also mean uploading 100s of logs hahaha - but mainly to support).

Such an amazing resource and I can't wait to see a finished article with more and more quests added to it!

@monkeywithkeyboard mad respect for even considering such an enormous and intimidating project. Full support.

I give it 2/5 right now, simply because if you leave it to its own devices you are likely to come back to it having stopped to an error like it couldn't interact with the NPC standing right beside it LOL
However, there have been times were it has run for hours without fail and completed a string of quests...so maybe 2/5 is a little unfair but honestly this is going to be a game changer! Keep at it and good luck!


(Not to mention I've been running it on an ironman too, and it gathers all resources and knows all the prep for each quest where I wouldn't even know where to start!)
Hey man, I appreciate the feedback. If you have any specific quest steps that you know bugged out, particularly if you know the error I can try to fix them. Unfortunately the bot is just too big for me to able to do much with your feedback as-is.

It's getting >100 hours of actual use (not just charges) between trial/regular a day recently with no one reporting any of the bugs that I'm sure are still there. I'm guessing it's mostly "good enough" for people to not bother reporting the myriad small issues they encounter, but I can't really improve the bot without knowing about them lol. I ran 14 accounts through testing these quests and each took at least 3 days to do all of them. Unfortunately there just aren't enough hours in the day for a single person to realistically find every issue that can occur in every quest when you only get one shot per account at them.

I'd greatly appreciate any specific quest/step feedback if you have the time or memory of any specific issues.

I am always down to trade feedback for refunds, so feel free to request one at Sign in to RuneMate
 
Last edited:
Joined
Dec 18, 2024
Messages
105
Hey man, I appreciate the feedback. If you have any specific quest steps that you know bugged out, particularly if you know the error I can try to fix them. Unfortunately the bot is just too big for me to able to do much with your feedback as-is.

It's getting >100 hours of actual use (not just charges) between trial/regular a day recently with no one reporting any of the bugs that I'm sure are still there. I'm guessing it's mostly "good enough" for people to not bother reporting the myriad small issues they encounter, but I can't really improve the bot without knowing about them lol. I ran 14 accounts through testing these quests and each took at least 3 days to do all of them. Unfortunately there just aren't enough hours in the day for a single person to realistically find every issue that can occur in every quest when you only get one shot per account at them.

I'd greatly appreciate any specific quest/step feedback if you have the time or memory of any specific issues.

I am always down to trade feedback for refunds, so feel free to request one at Sign in to RuneMate
Hey dude, I will be more vigilant in reporting when faults happen for sure. refunds unneccesary.

here's two that just happened:
When there's a lamp or an unbankable item the script just quits instead of continuing. (I don't know why lamps aren't being used - I've set lamps to be used on agility but I think that's runelite not your script).

It seems to destroy some lamps too, i'm not sure again if that's runelite bugging on my lamp settings or your script.

Ardy easy diary - we sank on the trawler - instead of climbling onto some debris and going to shore the script just quit.

Oh another thing that happened both times it was doing biohazard, was not wearing priest robes and speaking to the chemist guy to get the conclusion the plague was a fake before trying to leave the area, despite having the priest robes there. After doing this step manually the script finished the quest without a hitch.

some small QoL things;

It took me a minute to realise that there were new modern menus and every time the script started I got a big warning saying this was going to mess it up - but I would check and I was playing in classic mode. I have seen some scripts enter settings menu and enable/disable settings that don't work with it by itself so that could be a possibility, though I don't know how complicated that is to code so maybe a low priority item.

When mage set up is configured, but in game you don't have autocast set in sync with what was selected in global settings the script freaks out - shouldn't it just set the in game autocast setting as set up in global settings?

When I fail to notice a bug and the script closes to stop recurring hours running needlessly, upon restarting the script I have to reselect all quests again, which can be quite tedious as I try to select them on a region basis for efficiency (though I've noticed it just home teles a lot and starts fresh each quest, perhaps that's necessary for now but it would be nice for script to recognise next quest is only 100 steps away instead of home teleing to the other side of geilinor haha)
Anyway, it would be good if the quest list remained as was selected the previous time the script ran.

what else....on my non ironman account, it will use my combat bracelet charges until depleted and then not consider the 100 fully charged ones waiting in the bank. It doesn't seem to take note of tele tabs in bank either.
luckily I have an eternal glory so that's probably saved a lot of time.
I haven't noticed if it will use spellbook teles to navigate (though it uses spirit trees etc very effectively) but I am sure it doesn't utilise them unless runes have been set to the global inventory, rather than having parsed the bank and 'knowing' that going to a bank for a certain teleport is gonna be a lot less steps than walking the whole way.


off the top of my head that's all I've got for now - sorry probably not massively helpful, but I will try to take a note of future bugs and places it gets stuck and report back.
 
Joined
Dec 18, 2024
Messages
105
Beneath Ice Mountain: After creating steak sandwich for Marley, bot got stuck because the door was closed and gave up.
 
Joined
Aug 16, 2024
Messages
131
Hey dude, I will be more vigilant in reporting when faults happen for sure. refunds unneccesary.

here's two that just happened:
When there's a lamp or an unbankable item the script just quits instead of continuing. (I don't know why lamps aren't being used - I've set lamps to be used on agility but I think that's runelite not your script).

It seems to destroy some lamps too, i'm not sure again if that's runelite bugging on my lamp settings or your script.

Ardy easy diary - we sank on the trawler - instead of climbling onto some debris and going to shore the script just quit.

Oh another thing that happened both times it was doing biohazard, was not wearing priest robes and speaking to the chemist guy to get the conclusion the plague was a fake before trying to leave the area, despite having the priest robes there. After doing this step manually the script finished the quest without a hitch.

some small QoL things;

It took me a minute to realise that there were new modern menus and every time the script started I got a big warning saying this was going to mess it up - but I would check and I was playing in classic mode. I have seen some scripts enter settings menu and enable/disable settings that don't work with it by itself so that could be a possibility, though I don't know how complicated that is to code so maybe a low priority item.

When mage set up is configured, but in game you don't have autocast set in sync with what was selected in global settings the script freaks out - shouldn't it just set the in game autocast setting as set up in global settings?

When I fail to notice a bug and the script closes to stop recurring hours running needlessly, upon restarting the script I have to reselect all quests again, which can be quite tedious as I try to select them on a region basis for efficiency (though I've noticed it just home teles a lot and starts fresh each quest, perhaps that's necessary for now but it would be nice for script to recognise next quest is only 100 steps away instead of home teleing to the other side of geilinor haha)
Anyway, it would be good if the quest list remained as was selected the previous time the script ran.

what else....on my non ironman account, it will use my combat bracelet charges until depleted and then not consider the 100 fully charged ones waiting in the bank. It doesn't seem to take note of tele tabs in bank either.
luckily I have an eternal glory so that's probably saved a lot of time.
I haven't noticed if it will use spellbook teles to navigate (though it uses spirit trees etc very effectively) but I am sure it doesn't utilise them unless runes have been set to the global inventory, rather than having parsed the bank and 'knowing' that going to a bank for a certain teleport is gonna be a lot less steps than walking the whole way.


off the top of my head that's all I've got for now - sorry probably not massively helpful, but I will try to take a note of future bugs and places it gets stuck and report back.
This is some absolutely great info. I wanted to throw a quick thank you in here. I will review this more thoroughly in a few hours when I'm off work.
 
Joined
Dec 18, 2024
Messages
105
observatory quest prep: It had withdrawn a full invent of wines and couldn't pick up the planks so just stood their repeatedly trying (for God knows how long, as it didn't trigger an error)
 
Joined
Dec 18, 2024
Messages
105
Depths of despair, after pretty much finishing the quest (and it was on a RUN by the way, like 4-5 quests uninterrupted) it suddenly broke on the way back to hosidius after climbing out of the bottom cave. Error was something like failed to interact with NPC or something like that, but it hasn't even left the tunnels yet.
 
Joined
Aug 16, 2024
Messages
131
When there's a lamp or an unbankable item the script just quits instead of continuing. (I don't know why lamps aren't being used - I've set lamps to be used on agility but I think that's runelite not your script).
This should only happen with Ardougne Easy diary because the lamp only allows skills 30+ and if you run the script from 0-ardougne easy you will either have no skills at 30 or just attack.

I can add an option similar to shadow of the storm that will allow you to choose an option to apply it to (unfortunately I do not believe I can access the general RM setting, but I can check). It would still need to either stop or destroy the lamp if you don't have the skill level to use it though as it breaks future inventory/equipment management.

Tracking: Allow user to choose EXP reward for Ardougne Easy lamp (#175) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

It seems to destroy some lamps too, i'm not sure again if that's runelite bugging on my lamp settings or your script.

This is intentional behavior (and the common "meta" for irons). It destroys the lamps from X Marks the Spot and Client of Kourend to allow you to reclaim them after you've unlocked the herblore skill.

I could potentially offer the same option in the quest configuration and destroy the lamp(s) if the selected option(s) aren't available. This would be a a fairly low priority for me unless I'm missing something though.

Tracking: Allow users to choose lamp exp reward for X Marks the Spot and Client of Kourend (#176) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

Ardy easy diary - we sank on the trawler - instead of climbling onto some debris and going to shore the script just quit.
Hmm, this is interesting. It should immediately hop worlds when you go out to sea. It should never be there long enough for the boat to sink. Looking at how this was implemented, I'm guessing that I'm not detecting the area appropriately for being on the ship. I will need to test this, but based on my own trawler bot I bet there is some location issue depending on which world you're in.

Tracking: Ardy Easy - Fix on fishing trawler detection (#177) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

Oh another thing that happened both times it was doing biohazard, was not wearing priest robes and speaking to the chemist guy to get the conclusion the plague was a fake before trying to leave the area, despite having the priest robes there. After doing this step manually the script finished the quest without a hitch.
Was it trying to talk to this guy: Guidor - OSRS Wiki or Chemist - OSRS Wiki this guy? The former is the one that tells you it's fake I think. The Guidor step also has a force equipment action so I'm honestly kind of baffled as to how it could talk to him without wearing it.

1768515120006.png

If you happen to have logs for this one, I'd love to see them.

It took me a minute to realise that there were new modern menus and every time the script started I got a big warning saying this was going to mess it up - but I would check and I was playing in classic mode. I have seen some scripts enter settings menu and enable/disable settings that don't work with it by itself so that could be a possibility, though I don't know how complicated that is to code so maybe a low priority item.
These were added on December 17th (Thank Jagex).

I generally do not want to modify user's settings, particularly without permission. In general I'd like to make a "Your settings are suboptimal can I automatically change them" popup, but that's also probably a couple days worth of work, so hasn't been super high on my priority list.

Tracking: Add process to force user settings with permissions (#178) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

I'm not naive and I realize people skip through the warnings but the current warning for that setting does have instructions:

1768515324065.png
When mage set up is configured, but in game you don't have autocast set in sync with what was selected in global settings the script freaks out - shouldn't it just set the in game autocast setting as set up in global settings?
Can you describe what you mean by freak out? Did you get the "Message Monkey" issue with this and a soft stop, or did something else happen?

It should automatically adjust to whatever you have configured in that quest's equipment. It would be particularly helpful if you have a configuration that exhibits the bad behavior and send me that configuration file. (two directories up from the logs directory RuneMate\bots\storage\MonkeyQuester\<alias>\quest_configurations.json)

When I fail to notice a bug and the script closes to stop recurring hours running needlessly, upon restarting the script I have to reselect all quests again, which can be quite tedious as I try to select them on a region basis for efficiency (though I've noticed it just home teles a lot and starts fresh each quest, perhaps that's necessary for now but it would be nice for script to recognise next quest is only 100 steps away instead of home teleing to the other side of geilinor haha)
The first part regarding needing to reselect, this should no longer be the case after the latest release (0.2.7). You will need to save the queue before you start it though. There's an button that turns orange below the queue if you have unsaved changes.

The second part is unfortunately too complicated for my puny brain to figure out. I spent weeks working on the equipment and inventory systems and they are probably one of the hardest things I've ever worked on including in my professional career where, thanks to being an American software engineer, I am paid wayyyy better to do it. My motto is "get it done eventually" for this bot. I'm honestly still scarred from working on the equipment/inventory management and would rather self harm than do anything further with it at this time. Perhaps in the future when I have forgotten the pain I will try to improve this.

what else....on my non ironman account, it will use my combat bracelet charges until depleted and then not consider the 100 fully charged ones waiting in the bank. It doesn't seem to take note of tele tabs in bank either.

Tracking: Add process to force user settings with permissions (#178) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

My testing focused on charged items that break (rings of dueling, games necklaces, etc), this could definitely just be an issue with my implementation, I'll test it.

I haven't noticed if it will use spellbook teles to navigate (though it uses spirit trees etc very effectively) but I am sure it doesn't utilise them unless runes have been set to the global inventory, rather than having parsed the bank and 'knowing' that going to a bank for a certain teleport is gonna be a lot less steps than walking the whole way.
My eventual plan here is to ask you what teleports you want when you add a quest to the queue if you don't have any added in already. It should present a suggested list based on the quest.

Regarding me dynamically figuring this out based on a user's bank and what they already have set automatically: see previous self-harm comment.

Beneath Ice Mountain: After creating steak sandwich for Marley, bot got stuck because the door was closed and gave up.
Where exactly was this? Isn't the sandwhich made in the bar? Can the doors even close there?

observatory quest prep: It had withdrawn a full invent of wines and couldn't pick up the planks so just stood their repeatedly trying (for God knows how long, as it didn't trigger an error)

I think this is the same issue I have tracked here: Ground item prep step does not force bank if it lacks space (#172) · Issues · MonkeyWithKeyboard / monkey-quester · GitLab

Will definitely fix it for the next release. There's 70+ soft stops currently for different situations to prevent it from getting perma-stuck so I really am trying to make sure that it won't do that. This will be one more and I want to hunt any cases like this as soon as possible.

Depths of despair, after pretty much finishing the quest (and it was on a RUN by the way, like 4-5 quests uninterrupted) it suddenly broke on the way back to hosidius after climbing out of the bottom cave. Error was something like failed to interact with NPC or something like that, but it hasn't even left the tunnels yet.

Were you still like "below" the cave in the area where the snake are? Or had it climbed back up? I know that it is generally more efficient to teleport out of this area rather than nav back. Did you have tele stuff on you? I suspect that it couldn't find the rope in the lower level though based on your message.
 
Joined
Dec 18, 2024
Messages
105
quest: the lost tribe, returning through the cavern to speak to Duke Horacio, the script just froze. No error or warning, active quest activity simply said path null and did nothing further. I manually navigated back to the lumbridge castle side of the cavern and the script took over again.

Let me know if these reports are helpful and if there’s anything I could do to make them more helpful for you.
 
Joined
Dec 18, 2024
Messages
105
Thank you @ghzrrah for all of that excellent feedback. It is super motivating to get such detailed observations that give me clear paths to improve my bot.
This bot has the potential to be the best and most powerful ‘account builder’ bot on RuneMate by an arm and a leg. Sure I need to take breaks from it and run a dedicated crab script or agility script etc from time to time but in terms of account creation this is so massive. Nothing comes close.
And that’s in its current state. I am happy to help you improve upon it in any way I can, the potential is limitless. I know you’ve stated there have been a few things that were nightmarish to implement but I can imagine a version down the line v5.4.x where you could just start a new character and come back a week later to a well quested med level account ready to go, with little more than the push of a button.
 
Joined
Dec 18, 2024
Messages
105
Thank you @ghzrrah for all of that excellent feedback. It is super motivating to get such detailed observations that give me clear paths to improve my bot.
Oh and I saw your detailed reply, It's bed time for me now but I'll read it again more closely in the morning and try to give more details and see if I can recreate some of the problems.

When i said 'freak out' about the mage set up by the way I just meant that it gave a critical warning and refused to run, this could be that the global set up is for defencive autocast but in the actual game you have it set for standard autocast.
 
Joined
Dec 18, 2024
Messages
105
@monkeywithkeyboard in Holy Grail quest when ifinished in the land of the fisher king both times i ran into an error. It's occurred to me that the script is often reliant on having an alternate teleport to continue, and if all you have is home tele and that's on cooldown then it breaks the script.

however in that particular situation you can blow the magic whistle to leave and once i did so manually the bot pathed its way fine to the next step fine.

It might be worth having alternative exits when no teleport is available / in quest requirements state that a teleport is recommended//required. Perhaps as a soft requirement, in the same way I was able to queue biohazard even though I hadn;t completed plague city.
 
Joined
Aug 16, 2024
Messages
131
quest: the lost tribe, returning through the cavern to speak to Duke Horacio, the script just froze. No error or warning, active quest activity simply said path null and did nothing further. I manually navigated back to the lumbridge castle side of the cavern and the script took over again.
This will eventually throw a soft stop if it said path null, it can just take a long ass time. I think I'd need to see logs to understand this issue as I think it's supposed to follow an NPC back that is right next to you at that step so it shouldn't need to path anywhere. Unless it's getting stuck right by lumbridge basement when you go through the wall in which case you should be right next to the wall, so I still don't know what could be going wrong there.

When i said 'freak out' about the mage set up by the way I just meant that it gave a critical warning and refused to run, this could be that the global set up is for defencive autocast but in the actual game you have it set for standard autocast
Hmmm I do have a specific test for changing between defensive and regular auto casting, but that's an explicit combat option test and not one with equipment. I will check this soon.

however in that particular situation you can blow the magic whistle to leave and once i did so manually the bot pathed its way fine to the next step fine.
I didn't actually know this was a thing, so thanks for that. I think I'd probably add this to runemate's Pathfinder. The problem with that is that it would navigate to one spot in that area before blowing the whistle.

In general I don't really want to support edge cases where a user doesn't have a teleport. It's way more work than it sounds and leaving instances for quests has been explicitly rejected for general inclusion into the runemate walking API. That means I would have to do custom solutions duct tape and chewing gum cobbled together with the "official pathing". The chronicle is available for Ironmen basically right away and solves all these problems. Mains have way more options.

I did add a notice to the description of the bot about trying to have a teleport items. I can't remember if I did that earlier today or earlier this week though so it may be too new.

1000003584.png

I would potentially be open to defaulting the chronicle to the default equipment load outs but that presents issues in ensuring it's charged and would be a weird item for mains to be running around with imo.

> It might be worth having alternative exits when no teleport is available / in quest requirements state that a teleport is recommended//required. Perhaps as a soft requirement, in the same way I was able to queue biohazard even though I hadn;t completed plague

I will give this some thought. My initial reaction was coming up with a list of all teleport items in the game and a list of every quest that could potentially get stuck without one would be too annoying to be worth the effort, but it might be something to take a one hour shot at and then only update it if people report issues rather than trying to make a super comprehensive one.
 
Last edited:
Joined
Dec 18, 2024
Messages
105
This will eventually throw a soft stop if it said path null, it can just take a long ass time. I think I'd need to see logs to understand this issue as I think it's supposed to follow an NPC back that is right next to you at that step so it shouldn't need to path anywhere. Unless it's getting stuck right by lumbridge basement when you go through the wall in which case you should be right next to the wall, so I still don't know what could be going wrong there.


Hmmm I do have a specific test for changing between defensive and regular auto casting, but that's an explicit combat option test and not one with equipment. I will check this soon.


I didn't actually know this was a thing, so thanks for that. I think I'd probably add this to runemate's Pathfinder. The problem with that is that it would navigate to one spot in that area before blowing the whistle.

In general I don't really want to support edge cases where a user doesn't have a teleport. It's way more work than it sounds and leaving instances for quests has been explicitly rejected for general inclusion into the runemate walking API. That means I would have to do custom solutions duct tape and chewing gum cobbled together with the "official pathing". The chronicle is available for Ironmen basically right away and solves all these problems. Mains have way more options.

I did add a notice to the description of the bot about trying to have a teleport items. I can't remember if I did that earlier today or earlier this week though so it may be too new.

View attachment 21672

I would potentially be open to defaulting the chronicle to the default equipment load outs but that presents issues in ensuring it's charged and would be a weird item for mains to be running around with imo.

> It might be worth having alternative exits when no teleport is available / in quest requirements state that a teleport is recommended//required. Perhaps as a soft requirement, in the same way I was able to queue biohazard even though I hadn;t completed plague

I will give this some thought. My initial reaction was coming up with a list of all teleport items in the game and a list of every quest that could potentially get stuck without one would be too annoying to be worth the effort, but it might be something to take a one hour shot at and then only update it if people report issues rather than trying to make a super comprehensive one.

Of course many of these issues may prove to be personal to me. I'll defiinitely be investing in a chronicle for future - I didn't know about that...well I did, but it didn't occur to me!

Don't think I underestimate the enormity of the project at hand which is why I am so super impressed. amazed and grateful that you have undertaken it! I don't think I would have bothered with an ironman if I couldn't skip all the pregame bs...I've done it all too many times before and to do it again with the pain of self sourcing quest items is just not something I care to entertain...now mid to late game self sufficiency where all the gear etc. you have has been from and only from your own drops is super appealing - so again, I would like to show my appreciation and gratitude.

I can upload logs, but as the bot stops itself before the hour each time it gets stuck (GREAT FEATURE I WISH OTHER AUTHORS WOULD IMPLEMENT!) it would mean sifting through literally hundreds of logs at this point!

Also the lost tribe stuck, was on the return journey back to lumbridge, not the journey to dorgushkaan. I can't remember if you follow an NPC for that...
 
Top