Thank you! Was waiting for this bug to occur again for ages and never happened again on my toons. As you can see the detection was already there but needed to be tested. You, sir, did the job! Now I can add the correct behavior to fix blizzard bug.
Deams -- Do you believe that Garrison Buddy will be able to collect timber in its future, or will that be something that has to be placed within another bot base, such as GatherBuddy or theTramper? I'm only curious because I honestly don't feel like searching all over Draenor for timer to feed my lumber mill, and I was hoping that your botbase could handle this at some point.
Honestly, I feel timber should be something to go into GatherBuddy and also added by the default settings of HB where you can also tick / untick mine/herb/skin gathering. With that said, I also think it could have a place in this botbase just like the AutoAngler as mixed mod something for timber collection for mixed.
Hey! As replied just above, it'll depend of the community! There would be no need to rewrite code already properly written by another competent dev. So if a good solution arises, there's small chance to see it in GarrisonBuddy except if it brings a better user experience by making the botting process way more efficient.
Update on the dev: The whole logic system has been rewritten to bring down the CPU intensive calls of the old one and lay down the basis for the next features. Most of the logics are now dynamics, which means the bot is not looking for a PNJ at some prewritten place for example, it will behave as a player, search for the building based on where it has been built, then search for the PNJ there. This will allow fast updates after patches concerning the Garrison. Even if all of a sudden, tomorrow, all the buildings were replaced for new ones the update would be minimum. This apply to all the actions of GarrisonBuddy. As suggested by UsernameInvalid, when starting a new version of GarrisonBuddy it will now display a window at startup explaining that the user is part of a beta and that he should reset his configuration and restart the bot. If the user doesn't, he will simply not be able to use GarrisonBuddy. Will come back with more news soon!
I have a private profile for timber chopping I'll be glad to share with you if implemented into the bot. I wont release it as a profile otherwise
I'm having the issue where it says it detects garrison resources and is moving to collect. I'm having this on 3 of my 5 100's. I tried both singular and Tuanha routines. Neither worked.
Or you can simple interact with the recipe / vendoring npc next to it and back to the work order NPC and it will work bullet-proof.
Hey Tsatsa, Will contact you by PM to discuss it! Thanks for the log, if it reoccurs again after the next version is released, let me know! Awesome!
Now i understand.. the bot was waiting, because he have nothing more what he can do based on my settings.. was my fault... by the way, suggest that can display message more "user friendly" like: "going to mines check ore nodes" or "nothing more to do here.. waiting missions to complete"
I have trouble, not only that I go from 60+fps to 7 fps when bot is running. it clicks SOOO fast that my toon runs around in circle like crazy anyone have that problem?
This bot gets psuedo-stuck when a mob spawns while gathering a herb/mine (Goren or podling). It won't fight them, it just sits their afk while getting hit. Probably would sit there getting hit until it died if i let it.
Please post your log, this is the first time I hear of this on the latest versions at all. Which CC are you using? Which version of the bot...?
I'm on the latest revision through SVN (21) as of like 1.5 hours ago. Also getting a LOT if running in circle issues. Using Singular. Attached the logs for one of my characters. This particular use of the bot was giving me a huge amount of running in circles.
So from your log I can see that no herb and ores were detected, was there? No daily cd, no recycle center, so nothing else to do. That's why the bot wasn't doing anything. Concerning the circles, it has been fixed in the next version!
Investigating the issue, as for now I can't reproduce it on the new version. So you'll have to give it a shot as soon as it is out. If it doesn't fix it, then we'll have to check it even more closely!