Bio Engineer Archive

Thread: Bio Engineer Crafting Macro

NeemisStew
Tue Aug 19, 2003 2:30 pm
#1

That would still be very useful when one isn't experimenting. Also, I've seen mention of a way to macro the selection of what you are going to craft, but no hints on how it is actually done.
Sumorex
Tue Aug 19, 2003 2:32 pm
#2

Each schematic has a number. I haven't bothered to figure it out, but it is probably based on how they are in your datapad. The command is something like /schematic#




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NeemisStew
Tue Aug 19, 2003 2:39 pm
#3

Thank you! That's a start. Hmm, with Eng 2 (leftover from my humble beginnings), Scout, OChem 4, Cloning 4 and Tissue 2, how many schematics can there be?
Electravision
Tue Aug 19, 2003 2:51 pm
#4

Some useful macro building blocks... I'm doing these from memory so I may have to edit these.


/ui action toolbarSlot#


#

Electravision
Tue Aug 19, 2003 3:26 pm
#5

I'm writing this from memory, so please forgive me if I get something wrong. I'll try to edit to clean it up.


Some usefull macro building blocks...


/ui action toolbarSlot##


## is 00-23. 00 is F1 (or '1' under EQ settiings), 12 is Shift-F1, etc.


/selectDraftSchematic #


# is a bit tricky, since it depends on the currently open tool (hotkey the tool and use /ui action toolbarSlot## to open first) and crafting station. Open your datapad and select "draft schematics". Starting at 0, count the legal recipes for the current tool/station until you reach the schematic you want to work with. This is a bit error prone, so expect a little bit of trial and error until you home onto it.


/nextCraftingStage


This should be equivalent to pressing the "next" button.I haven't used this a lot, and it may not work well with experimentation.


/createPrototype


This should complete the last 2 clicks of the process- selecting "create prototype" (instead of manufacturing schematic) and the final rename dialog.


/pause #


# is seconds, I believe. If you have trouble with macro steps not executing, try inserting a small pause (/pause 1) before the command.


The things you can't macro (to my knowledge) are ingredient selection and experimentation. I'm not sure about the experiementation "success/fail" OK dialog, but ENTER clears it.


So the basic story is that you can automate a lot of the process to reduce by not eliminate the tedium. Minimizing the number of mouse clicks and replacing as many mouse clicks with key presses makes crafting a lot faster, smoother and more tolerable.


You have a few choices when it comes to automating your crafting. One approach is to make simple macros for basic steps so that you are pressing hotkeys rather than clicking the mouse. For example, one macro (per tool/recipe) to open the tool and select the schematic and another macro to complete the process. The other approach is an ubermacro that opens the tool, selects the recipe, pauses long enough for you to click the components, completes the process and possibly restarts itself (by pressing its own hotkey) to repeat. [You could automate the crafting of the components and the final product by chaining the commands and clever pipelining of multiple tools....] I prefer the simple macros since they recover from failures (both crit failures crafting and user failures such as not clicking resources in time).


Tip: Pick aseperate hotkey bank for XP crafting. You may want seperate hotkey banks for different crafting products (clone XP grinding, stimpacks, tissues (haha)).


Tip: Drag your crafting tools to the shift-hotkeys and put the macros on the non-shift hotkeys.


Tip: Buy multiple food/chem crafting tools to pipeline thecrafting process.I suggest at least 4. You can craft the next component or item while the previous ones complete.


Tip: When making stim packs, tool 1 makes BEC, tool 2 makes chem release, tool 3 makes liquid suspension, tool 4 makes stim pack (normal or pet). Start by buildng BEC, CR, LS. Then build BEC, CR, LS, stimpack, repeat. You should never have to wait for a component to finish.


Tip: When making pets for XP, tools 1 and 2 make DNA templates, tools 3 and 4 make the creature. You will sometimes have to wait, so 2 more tools might be a good idea.


Tip: Remove all resources that you aren't using in your XP craftingfrom your maininventory. This makes it easier to select ingredients.


Tip: Move crafting windows to "line up" buttons you have to click with the mouse. Put your UI in ALT pointer mode (the yellow arrow, not the green targeter) before starting or else the mouse pointer with pop back to the center of the screen after each UI change. [I'd move the buttons to the center of the screen if I could.] Moving the mouse is the #1 killer when crafting.


Tip: Pick a quiet spot on the edge of town to craft. Use a droid with a food/chem crafting station if your recipe requires a crafting station. Put away your pet(s). Switch to 1st person view and look down at the ground to minimize any graphical lag. If you get town lag,craft ina small outpost village or set up a camp in a safe remote spot away from mission spawns.


That's it for now. Hope this helps.

Electravision
Tue Aug 19, 2003 3:27 pm
#6

Note: /createPrototype will complete either of the last two clicks, not both at the same time. To do both, call /createPrototype twice in your macro.


Putzz
Wed Aug 20, 2003 12:10 am
#7

Fellow B.E.'s I know some of you have a crafting macro written. I am trying to get my hands on one and am willing to pay in-game money for one. Email me at [email protected] if your interested in helping me out.



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Tal-N
Wed Aug 20, 2003 12:40 am
#8

There are no crafting macro's since you still need to select the materials for the blueprints. All that the macro's do is press the buttons afterwards however you still have to be sitting at the pc to select the materials to go into the slots.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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Putzz
Wed Aug 20, 2003 3:41 am
#9

Phew,


Gotta go try to work this out, thx guys and if ya get any more ways to work it post here to help us all out.




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Limbo of TRIAD

PMS STIMS
-712 2905 Mining outpost, Dantooine
Mooko
Wed Aug 20, 2003 4:16 am
#10

I may sound stupid cause im not up on macros, but how could u incorporate critical failure into a crafting macro?

IllusionDweller
Wed Aug 20, 2003 4:56 am
#11

hey, i might be misreading the nature of the post, but did you know that the next and create prototype and finish buttons are all default = true, so you can just press big enter instead of clicking on them.
Electravision
Wed Aug 20, 2003 11:53 am
#12

I don't think there's much you can do about critical failures with macros. After a critical failure you have to clear the message box and reselect the resources, so the flow gets interrupted. I don't know how to clear the message box with a macro (I haven't experimented with this yet), but the bigger issue is giving yourself enough time to reclick the resources. Critical failures are infrequent enough that I would not slow down the crafting macros to try to account for them. If you get a critical failure, close the crafting tool and let the macro run its course. If you are heavily pipelined build a few sets of extra components first so a critical failure on a component doesn't prevent crafting the final product.
Big_Swifty
Wed Aug 20, 2003 3:05 pm
#13

A quick question: how can one use this macro to practice instead of /createPrototype? It is a great macro, but I really don't need so many Carrion Spats


There must be some command to replace /createPrototype. Does anyone know it?


Fivod




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