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Atlas Molten Glass [LITE] [Deleted]

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tyb51 submitted a new resource:

Atlas Molten Glass [LITE] - 13 methods of glassblowing

Atlas molten glass
Beta version of new AIO molten glass bot.
WCeBQIB.png
Supported methods
  • Bankstanding at any bank
    • Methods
      • 3 Giant seaweed - 18 Bucket of sand​
      • 2 Giant seaweed - 12 Bucket of sand​
      • 13 Seaweed - 13 Bucket of sand​
        ...

Read more about this resource...
 
Last edited by a moderator:
Joined
Dec 13, 2018
Messages
38
Debug:
Code:
00:00:22 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:22 DEBUG    Inventory is full -> evaluating next step
00:00:22 DEBUG    [Molten glass=0]
00:00:23 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:23 DEBUG    Inventory is full -> evaluating next step
00:00:23 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:23 DEBUG    Inventory is full -> evaluating next step
00:00:23 DEBUG    [Molten glass=0]
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [Molten glass=0]
00:00:25 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:25 DEBUG    Inventory is full -> evaluating next step
00:00:25 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:25 DEBUG    Inventory is full -> evaluating next step
00:00:25 DEBUG    [Molten glass=0]
00:00:26 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:26 DEBUG    Inventory is full -> evaluating next step
00:00:26 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:26 DEBUG    Inventory is full -> evaluating next step
00:00:26 DEBUG    [Molten glass=0]
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:27 DEBUG    [Molten glass=0]
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:28 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:28 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [Molten glass=0]
00:00:29 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:29 DEBUG    Inventory is full -> evaluating next step
00:00:29 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:29 DEBUG    Inventory is full -> evaluating next step
00:00:29 DEBUG    [Molten glass=0]
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [Molten glass=0]
00:00:31 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:31 DEBUG    Inventory is full -> evaluating next step
00:00:31 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:31 DEBUG    Inventory is full -> evaluating next step
00:00:31 DEBUG    [Molten glass=0]
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step

Stands still after finish blowing glass, doesn't sell items back to charters.
 
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ahh yes, I forgot to add in support for progressive glass blowing in that section. It works on my end due to hard coded "Lantern lens" as value. Will be fixed in next version.
As for walking, I will see if I can add that tomorrow
 
Joined
Dec 13, 2018
Messages
38
ahh yes, I forgot to add in support for progressive glass blowing in that section. It works on my end due to hard coded "Lantern lens" as value. Will be fixed in next version.
As for walking, I will see if I can add that tomorrow
Perfect, thanks and sorry for being a mess.
 
upload_2019-2-25_1-47-46.png
And this tho, needs to be fixed I guess.
 
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Joined
Nov 7, 2018
Messages
44
Superglass casting and banking works extremely well. Perhaps a bit too efficiently. It never messes up or misclicks and the magic/crafting rates are pretty insane if you compare it to optimal rates (jihadsquad spreadsheets).
 
Joined
Dec 13, 2018
Messages
38
Debug:
Code:
00:00:22 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:22 DEBUG    Inventory is full -> evaluating next step
00:00:22 DEBUG    [Molten glass=0]
00:00:23 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:23 DEBUG    Inventory is full -> evaluating next step
00:00:23 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:23 DEBUG    Inventory is full -> evaluating next step
00:00:23 DEBUG    [Molten glass=0]
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:24 DEBUG    Inventory is full -> evaluating next step
00:00:24 DEBUG    [Molten glass=0]
00:00:25 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:25 DEBUG    Inventory is full -> evaluating next step
00:00:25 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:25 DEBUG    Inventory is full -> evaluating next step
00:00:25 DEBUG    [Molten glass=0]
00:00:26 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:26 DEBUG    Inventory is full -> evaluating next step
00:00:26 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:26 DEBUG    Inventory is full -> evaluating next step
00:00:26 DEBUG    [Molten glass=0]
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:27 DEBUG    [Molten glass=0]
00:00:27 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:27 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:28 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:28 DEBUG    Inventory is full -> evaluating next step
00:00:28 DEBUG    [Molten glass=0]
00:00:29 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:29 DEBUG    Inventory is full -> evaluating next step
00:00:29 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:29 DEBUG    Inventory is full -> evaluating next step
00:00:29 DEBUG    [Molten glass=0]
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:30 DEBUG    Inventory is full -> evaluating next step
00:00:30 DEBUG    [Molten glass=0]
00:00:31 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:31 DEBUG    Inventory is full -> evaluating next step
00:00:31 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:31 DEBUG    Inventory is full -> evaluating next step
00:00:31 DEBUG    [Molten glass=0]
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step
00:00:32 DEBUG    [MAIN TASK] STAGE_EVAL
00:00:32 DEBUG    Inventory is full -> evaluating next step

Same thing happends with fishbowls, also when having two different items (If level-up during blowing) and it blows two different items in the same inventory.
Same logs.
 
Code:
00:00:04 DEBUG    Inventory is full -> evaluating next step
00:00:04 DEBUG    [MAIN TASK] BLOWING
00:00:05 DEBUG    [Molten glass=0]
00:00:06 DEBUG    [Molten glass=0]
00:00:07 DEBUG    [MAIN TASK] BLOWING
00:00:07 DEBUG    [Molten glass=0]
00:00:08 DEBUG    [Molten glass=0]
00:00:09 DEBUG    [Molten glass=0]
00:00:09 DEBUG    [MAIN TASK] BLOWING
00:00:10 DEBUG    [Molten glass=0]
00:00:11 DEBUG    [Molten glass=0]
00:00:11 DEBUG    [MAIN TASK] BLOWING

Bug report: Doesn't blow orbs at level 46. Uses the blowpipe on molten glass, nothing happends.
The selling and restock at this level works like it should.
 
Joined
Dec 21, 2018
Messages
7
I only bankstand.
My tips for everyone after a few hours:
bankstand, have default withdraw set to 13. materials right next to each other. astrals in last inv slot. tome of fire and air staff equipped. esc to close interface. perfect. bank fillers in place with no place for astrals to go
 
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ILove
Same thing happends with fishbowls, also when having two different items (If level-up during blowing) and it blows two different items in the same inventory.
Same logs.

Bug report: Doesn't blow orbs at level 46. Uses the blowpipe on molten glass, nothing happends.
The selling and restock at this level works like it should.

Yeah fixed the orbs (apparently they are called staff orbs). Have you still encountered the 1500 world issue?
 
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Dec 13, 2018
Messages
38
ILove


Yeah fixed the orbs (apparently they are called staff orbs). Have you still encountered the 1500 world issue?
Not the 1500 world issue, but I noticed earlier today I got stuck at a 1750 world.
Any progress on adding the running aswell?

You should also add;
If the player has let's say 2 buckets, and need to buy 10 of each.
It hops world, and the store has 10 in stock. The script then buys 5 buckets, and continues doing 1 and 1 bucket(until it reaches 10 total), instead of buying 10 ashes and then fill inventory with buckets.
Idk, just a random nice add-on.
 
Breaking system doesn't work. Tried out while watching, ran through breaktime and double that.
 
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Oct 31, 2017
Messages
35
Lunar - blow glass - sell method is not working. It just buys a full inv of materials, then keeps switching worlds. Doesn't even try to cast superglass make. This could be an amazing bot and if it worked properly, I would for sure pay for it!
 
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Messages
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Lunar - blow glass - sell method is not working. It just buys a full inv of materials, then keeps switching worlds. Doesn't even try to cast superglass make. This could be an amazing bot and if it worked properly, I would for sure pay for it!
LOGS LOGS LOGS
 
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Note currently there is a RM bug in worldhop causing you to hop to a world with a population amount == to the Number of the world you're trying to hop. Because high requirement worlds often have population in the range of the world numbers, this might get you stuck. Working on implementing a fix for this on my side, while waiting for a better RM fix. For the UIM, I also have walking/crafting supported, but I have to get it to click far enough, without being to obvious (bot-like). Updates arriving soon.

Also, runepouch should be supported. Or atleast should be in the next update
 
Joined
Dec 21, 2018
Messages
4
hey tyb, ive been using your bot a few days but I need some insight. for some reason after about 20 min the bot deposits all items from inv and does not get astral runes back from bank, then it pauses. how should I successfully set up my inv to prevent this? currently using 13&13 method w/ smoke mystic.
 
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