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Atlas Slayer [UNLOCKED] [Deleted]

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Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
tyb51 submitted a new resource:

Atlas Slayer [UNLOCKED] - Slay while you lay

NlBjdq4.png


Requirements\Recommendations:
  • To be sure, just buy every item in the slayer store
  • Slayer ring for certain tasks
  • Keys (dusty key, brass key,...) or relevant quest and skill requirements
  • Escape method: teleport tabs,ectophial, ring of fortune, ... (extremely recommended)...

Read more about this resource...
 
Last edited by a moderator:
Joined
Dec 8, 2018
Messages
14
I think I found a small but some what glaring bug.
If you select Vannaka as your slayer master, after completing a task and retrieving the brass key from the bank, the bot never be able to find a path to return to Vannaka - you would have to manually walk back to the little house south of GE, after which the path finder will work again.

The log spams the following errors before pausing itself:
[I said:
00:24:44 DEBUG [Slayer Task] Selected slayermaster is Vannaka
00:24:45 DEBUG Generated a new path to Area[center=Coordinate(3146, 9913, 0),radius=2.0]: is it null: true
00:24:45 DEBUG [Navigator] Generated new path is null to Area[center=Coordinate(3146, 9913, 0),radius=2.0]
00:24:45 DEBUG [Navigator] Successfully stepped: null
00:24:45 DEBUG [Navigator] Path is null attempt 9
00:24:45 DEBUG [NAVI] TRYING TO STEP AROUND TO GET A WORKING PATH (NULL)
[/I]

Everything else works great though :)
Thanks for quality work
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
I think I found a small but some what glaring bug.
If you select Vannaka as your slayer master, after completing a task and retrieving the brass key from the bank, the bot never be able to find a path to return to Vannaka - you would have to manually walk back to the little house south of GE, after which the path finder will work again.

The log spams the following errors before pausing itself:
[/I]

Everything else works great though :)
Thanks for quality work
Yes, I noticed this issue and contacted cloud about it.
 
Joined
Nov 7, 2015
Messages
12
As described before: keeps trying to pick up items buried under other items with left click. With area loot it just gets stuck reopening it again and again. Keeps getting stuck behind barriers because it saw an item before entering area and decided to loot straight away.
00:46:32 INFO Forced looting is active
00:46:32 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:32 INFO Forced looting is active
00:46:32 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:33 INFO Forced looting is active
00:46:33 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:33 INFO Forced looting is active
00:46:33 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:34 INFO Forced looting is active
00:46:34 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:34 INFO Forced looting is active
00:46:34 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:35 INFO Forced looting is active
00:46:35 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:35 INFO Forced looting is active
00:46:35 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:36 INFO Forced looting is active
00:46:36 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:36 INFO Forced looting is active
00:46:36 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:37 INFO Forced looting is active
00:46:37 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:37 INFO Forced looting is active
00:46:37 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
Prayer switching: while on a task it gets stuck at a status [SWITCHING PRAYER], doing nothing in a loop.
00:42:51 DEBUG [PRAYER] We need to switch CURSE Torment because it is activated: true and we are inArea: true and we are busy:true
00:42:51 DEBUG [PRAYER]Switching prayers:
00:42:51 DEBUG [PRAYER]Switching prayers with keybind: 4
00:42:51 DEBUG Slot keybind = 4
00:42:52 INFO Forced looting is active
00:42:52 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
Also forgot to mention, alching is bugged, it doesnt work. I've fixed the alching list as suggested so it is not the issue.
00:49:56 DEBUG [Alching] Alching enabled: true
00:49:56 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:56 DEBUG [LOOT] Found 40 Rune arrow
00:49:56 DEBUG [LOOT] Checking alch requirements
00:49:56 DEBUG Doing alchable check
00:49:56 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:56 DEBUG [ALCHING] Has nature runes: true
00:49:56 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:56 DEBUG Eating food to make inventory space
00:49:57 INFO Forced looting is active
00:49:57 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:57 DEBUG [INVENTION]not enabled
00:49:57 DEBUG [Alching] Alching enabled: true
00:49:57 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [LOOT] Found 40 Rune arrow
00:49:57 DEBUG [LOOT] Checking alch requirements
00:49:57 DEBUG Doing alchable check
00:49:57 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [ALCHING] Has nature runes: true
00:49:57 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:57 DEBUG Eating food to make inventory space
00:49:57 INFO Forced looting is active
00:49:57 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:57 DEBUG [INVENTION]not enabled
00:49:57 DEBUG [Alching] Alching enabled: true
00:49:57 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [LOOT] Found 40 Rune arrow
00:49:57 DEBUG [LOOT] Checking alch requirements
00:49:57 DEBUG Doing alchable check
00:49:57 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [ALCHING] Has nature runes: true
00:49:57 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:57 DEBUG Eating food to make inventory space
00:49:58 INFO Forced looting is active
00:49:58 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:58 DEBUG [INVENTION]not enabled
00:49:58 DEBUG [Alching] Alching enabled: true
00:49:58 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [LOOT] Found 40 Rune arrow
00:49:58 DEBUG [LOOT] Checking alch requirements
00:49:58 DEBUG Doing alchable check
00:49:58 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [ALCHING] Has nature runes: true
00:49:58 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:58 DEBUG Eating food to make inventory space
00:49:58 INFO Forced looting is active
00:49:58 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:58 DEBUG [INVENTION]not enabled
00:49:58 DEBUG [Alching] Alching enabled: true
00:49:58 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [LOOT] Found 40 Rune arrow
00:49:58 DEBUG [LOOT] Checking alch requirements
00:49:58 DEBUG Doing alchable check
00:49:58 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [ALCHING] Has nature runes: true
00:49:58 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:58 DEBUG Eating food to make inventory space
00:49:59 INFO Forced looting is active
00:49:59 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:59 DEBUG [INVENTION]not enabled
00:49:59 DEBUG [Alching] Alching enabled: true
00:49:59 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:59 DEBUG [LOOT] Found 40 Rune arrow
00:49:59 DEBUG [LOOT] Checking alch requirements
00:49:59 DEBUG Doing alchable check
00:49:59 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:59 DEBUG [ALCHING] Has nature runes: true
00:49:59 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false

I've tested this all yesterday on a paid version and the issues were still there. From the logs it looks like prayer bug and alching bug are related.

Edit: forgot to mention another bug with looting - it will sometimes keep repeatedly picking up wrong item with right click option. Specifically it happened to me when it was trying to loot Excresence at jadinkos, but instead repeatedly looted and dropped vines.
 
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Joined
Dec 23, 2015
Messages
1,099
As described before: keeps trying to pick up items buried under other items with left click. With area loot it just gets stuck reopening it again and again. Keeps getting stuck behind barriers because it saw an item before entering area and decided to loot straight away.
00:46:32 INFO Forced looting is active
00:46:32 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:32 INFO Forced looting is active
00:46:32 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:33 INFO Forced looting is active
00:46:33 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:33 INFO Forced looting is active
00:46:33 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:34 INFO Forced looting is active
00:46:34 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:34 INFO Forced looting is active
00:46:34 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:35 INFO Forced looting is active
00:46:35 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:35 INFO Forced looting is active
00:46:35 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:36 INFO Forced looting is active
00:46:36 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:36 INFO Forced looting is active
00:46:36 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:37 INFO Forced looting is active
00:46:37 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:46:37 INFO Forced looting is active
00:46:37 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
Prayer switching: while on a task it gets stuck at a status [SWITCHING PRAYER], doing nothing in a loop.
00:42:51 DEBUG [PRAYER] We need to switch CURSE Torment because it is activated: true and we are inArea: true and we are busy:true
00:42:51 DEBUG [PRAYER]Switching prayers:
00:42:51 DEBUG [PRAYER]Switching prayers with keybind: 4
00:42:51 DEBUG Slot keybind = 4
00:42:52 INFO Forced looting is active
00:42:52 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [INVENTION]not enabled
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG [Alching] Alching enabled: true
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
00:42:52 DEBUG Found existing alchable: SpriteItem(name:Medium plated rune salvage, quantity: 1, index: 12, origin: INVENTORY)
Also forgot to mention, alching is bugged, it doesnt work. I've fixed the alching list as suggested so it is not the issue.
00:49:56 DEBUG [Alching] Alching enabled: true
00:49:56 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:56 DEBUG [LOOT] Found 40 Rune arrow
00:49:56 DEBUG [LOOT] Checking alch requirements
00:49:56 DEBUG Doing alchable check
00:49:56 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:56 DEBUG [ALCHING] Has nature runes: true
00:49:56 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:56 DEBUG Eating food to make inventory space
00:49:57 INFO Forced looting is active
00:49:57 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:57 DEBUG [INVENTION]not enabled
00:49:57 DEBUG [Alching] Alching enabled: true
00:49:57 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [LOOT] Found 40 Rune arrow
00:49:57 DEBUG [LOOT] Checking alch requirements
00:49:57 DEBUG Doing alchable check
00:49:57 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [ALCHING] Has nature runes: true
00:49:57 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:57 DEBUG Eating food to make inventory space
00:49:57 INFO Forced looting is active
00:49:57 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:57 DEBUG [INVENTION]not enabled
00:49:57 DEBUG [Alching] Alching enabled: true
00:49:57 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [LOOT] Found 40 Rune arrow
00:49:57 DEBUG [LOOT] Checking alch requirements
00:49:57 DEBUG Doing alchable check
00:49:57 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:57 DEBUG [ALCHING] Has nature runes: true
00:49:57 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:57 DEBUG Eating food to make inventory space
00:49:58 INFO Forced looting is active
00:49:58 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:58 DEBUG [INVENTION]not enabled
00:49:58 DEBUG [Alching] Alching enabled: true
00:49:58 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [LOOT] Found 40 Rune arrow
00:49:58 DEBUG [LOOT] Checking alch requirements
00:49:58 DEBUG Doing alchable check
00:49:58 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [ALCHING] Has nature runes: true
00:49:58 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:58 DEBUG Eating food to make inventory space
00:49:58 INFO Forced looting is active
00:49:58 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:58 DEBUG [INVENTION]not enabled
00:49:58 DEBUG [Alching] Alching enabled: true
00:49:58 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [LOOT] Found 40 Rune arrow
00:49:58 DEBUG [LOOT] Checking alch requirements
00:49:58 DEBUG Doing alchable check
00:49:58 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:58 DEBUG [ALCHING] Has nature runes: true
00:49:58 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false
00:49:58 DEBUG Eating food to make inventory space
00:49:59 INFO Forced looting is active
00:49:59 DEBUG [LOOT]Inventory has 0 empty slots, we consider full is less tha 1 slots available, so is it full? true
00:49:59 DEBUG [INVENTION]not enabled
00:49:59 DEBUG [Alching] Alching enabled: true
00:49:59 DEBUG Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:59 DEBUG [LOOT] Found 40 Rune arrow
00:49:59 DEBUG [LOOT] Checking alch requirements
00:49:59 DEBUG Doing alchable check
00:49:59 DEBUG [ALCHING] Found existing alchable: SpriteItem(name:Medium bladed rune salvage, quantity: 1, index: 19, origin: INVENTORY)
00:49:59 DEBUG [ALCHING] Has nature runes: true
00:49:59 DEBUG [ALCHING] No alchables available, do we still have staff equiped?: false

I've tested this all yesterday on a paid version and the issues were still there. From the logs it looks like prayer bug and alching bug are related.

Edit: forgot to mention another bug with looting - it will sometimes keep repeatedly picking up wrong item with right click option. Specifically it happened to me when it was trying to loot Excresence at jadinkos, but instead repeatedly looted and dropped vines.
Will check it out ... personally haven't had any issues so might be a tough one.
 
Joined
Oct 12, 2017
Messages
29
Is there any way you can add a Physical option for Super-Antifires. I am getting a bit tired of this bot not drinking Super-Antifires half the time and getting my guy killed.
 
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Joined
Dec 23, 2015
Messages
1,099
Is there any way you can add a Physical option for Super-Antifires. I am getting a bit tired of this bot not drinking Super-Antifires half the time and getting my guy killed.
I might have messed with that code that could have induced a bug. Can you explain what happens. Is this on task? Or custom target?
 
Joined
Oct 12, 2017
Messages
29
I might have messed with that code that could have induced a bug. Can you explain what happens. Is this on task? Or custom target?
This is on task. It treats the super anti-fires like a regular potion and doesn't drink until the timer is up. Depending on the timing, it may still be fighting a dragon. Then it decides to finish fighting said dragon taking multiple severe burns which gets me killed off. Sometimes it does just fine, other times like today I died 5-6 times.
 
Joined
Aug 2, 2018
Messages
60
This is on task. It treats the super anti-fires like a regular potion and doesn't drink until the timer is up. Depending on the timing, it may still be fighting a dragon. Then it decides to finish fighting said dragon taking multiple severe burns which gets me killed off. Sometimes it does just fine, other times like today I died 5-6 times.

Personally, I just made a separate gear setup that has a wand and dragonfire ward under the "wilderness" preset, then set all dragon tasks to use this preset


also @tyb51 Can you check traversal to Jadinko lair? This bot has a few problems but I'm still pretty happy getting 1-98 on my alt
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
This is on task. It treats the super anti-fires like a regular potion and doesn't drink until the timer is up. Depending on the timing, it may still be fighting a dragon. Then it decides to finish fighting said dragon taking multiple severe burns which gets me killed off. Sometimes it does just fine, other times like today I died 5-6 times.

I will check if i can make it drink before it runs out (depends on how runescape represents the data)

Personally, I just made a separate gear setup that has a wand and dragonfire ward under the "wilderness" preset, then set all dragon tasks to use this preset


also @tyb51 Can you check traversal to Jadinko lair? This bot has a few problems but I'm still pretty happy getting 1-98 on my alt

And for jadinko:is it stuck just after entering the lair? This is a known issue and translates to a global issue with web. Me and Cloud are working in that but with the upcomming overhaul of the web it might take a while.

Ps: You can add separate gearsets if you want (you don't have to use the wilderness one per se)

So whats the difference between this and LITE versions?

Just unlimited time
 
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Dec 23, 2015
Messages
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This resource has been removed and is no longer available for download.
 
Choose your Destiny
Joined
Nov 18, 2016
Messages
33
Seems to get stuck alot when attempting to go to a slayer task example
Task:Bats
what it says"Trying to traverse to: Taverly Slayer Dungeon bats"
Issue: seems to be stuck in the dungeon
 
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