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Farm.mac

Release [Macro] Farm.mac 1.21

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Tried using pullfarm.mac today. Found out that when it starts up it puts everything in zone on the farmmobignored.ini

Have to go into the .ini file and remove everything you want to kill from it. This is especially if you want to use for /mac pullfarm 500

I didn't see it heading back to camp at all. I'm pretty sure that there could be a leash check though...

ie if x=startx+500, return to camp
ie if x=startx-500, return to camp
and so on and so forth. That would allow a nice square to be camped

I also wonder if the code for the hatching a plan instance flipping would be a good thing to incorporate for those mass pull farming methods...ie pull a heap with staff of viral flux, return to camp. Hit AE skill/ability.

https://www.redguides.com/community/threads/27344-Hatching-a-Plan-instance-flipping

Thoughts?
 
ChatWithThisName not sure if you can help on the above comments (sorry for the repost, didn't know if you got notifications on or off)
 
Farm.mac isn't intended to head back to a camp. It's a hunter style macro designed to kill stuff on the move.

Pullfarm.mac will pull things to camp. I recently made a change to it which made it more reliable when navigating to a mob that has traveled into an area where ${Navigation.PathExists would fail, but wasn't being checked. I haven't uploaded the change, but other than that I use it quite frequently.


Farm.mac is designed to wander the entire zone. It's not expected to stay in a limited area. While I realize that it is misleading because you provide a distance to check for targets, that was done a while back and to be honest I should revisit the macro to make some changes to it's current design. I don't really use farm.mac very often, I often use pullfarm.mac due to my issues with KA's pulling routines.
 
Farm.mac isn't intended to head back to a camp. It's a hunter style macro designed to kill stuff on the move.

Pullfarm.mac will pull things to camp. I recently made a change to it which made it more reliable when navigating to a mob that has traveled into an area where ${Navigation.PathExists would fail, but wasn't being checked. I haven't uploaded the change, but other than that I use it quite frequently.


Farm.mac is designed to wander the entire zone. It's not expected to stay in a limited area. While I realize that it is misleading because you provide a distance to check for targets, that was done a while back and to be honest I should revisit the macro to make some changes to it's current design. I don't really use farm.mac very often, I often use pullfarm.mac due to my issues with KA's pulling routines.

Is pullfarm supposed to repopulate the mobstobeignored.ini file each time it is used? I have to manually delete the stuff I want to farm each time.
 
The farmmob ignored doesn't add things to the Ignored list. It adds them to a list that you can copy/paste into the ignored list. By default, the ignore list is empty

Rich (BB code):
[frontiermtnsb]
Ignored=|a wounded slave|an enslaved burynai|a Syldon slaver|
NamedList=Diplomat Dirtlick|Delirious Berserker|Tenlu Coi|Augur Gwellen|Ottar|Bothrosz Aspaar|Blocker Wigh|Roald|Ancient Denmother|Urul Twigslam|Gasi|Skarp|Earthcaller Quill|Salrar`s pet|Stak|Orechomper|Odd Algot|Flintikki Peltpile|Jrah Shu`bit|Ingisitorma Varro|Agent Honeydrop|Envoy Kresh`va|Praetor Elsivine|Praetor Aberic|Vasyryx Teken`tlar|Praetor Garly|Venomrider Di`aak|Rikk`ti Crikk`t|Soothsayer Kaar|Asza Do`Saraken|Bi`faak the Shadowwalker|Drillmaster Mak`tak|Spyhunter Zath`ran|Blooddrinker Furasza|Belligerent Biarn|
Merchants=|
Bankers=|
Objects=|
NPCs=|a Syldon corrupter|a Syldon chef|a Syldon slaver|a Syldon enforcer|an enslaved iksar|a wounded slave|a Syldon drill sergeant|an enslaved burynai|a Syldon reviver|a Syldon burninator|an enslaved brute runt|an enchanted Syldon stalker|a Syldon assayer|a Syldon vanguard|a bloated Syldon miner|a Drogan eradicator|a Drogan berserker|a Syldon neophyte|a sarnak peacekeeper|a Syldon greenhorn|an experimental behemoth|a Drogan hulk|a Drogan scout|a Drogan sentry|a Drogan reveler|a Syldon miner|a grove guardian|a contemplative druid|an escaped slave|a Drogan fireflinger|a laughing pyromaniac|a frontier rhinoceros|a frontier bear|a stubborn mountaindweller|a huge frontier bear|a Syldon defiler|a Syldon flamewarden|an injured Farpost guard|a Flatpost watcher|a hungry brute|a frontier starhowler|a frontier poacher|a frontier brute|a frontier wolf|a huge frontier brute|a Legion miner|a huge frontier wolf|a Legion guard|a Syldon agitator|a Konikor sentry|a Konikor drunk|a possessed gemsniffer|Ambassador Albornius|a pudgy dawdler|a Rathe polytheist|a Rathe heretic|a Konikor deserter|a Lowpost guard|a Syldon deserter|a Drogan scalper|a kleptomaniac|a Drogan caller|a Drogan venomeater|a New Combine warden|a Drogan stalagknight|a Legion pacifist|a Drogan cackler|a highweb weaver|a Drogan rager|a highweb spitter|a Nearpost fighter|a harmless vagabond|a Drogan tamer|a Drogan highweb|a Lake of Ill Omen refugee|a lost soldier|a scheming thief|a mourning spouse|a wild looter|a vengeful heir|

is an example of FM in EoK. Notice nothing is in the Ignored except the things I added, everything else is locked in it's own category.
 
ChatWithThisName updated Farm.mac with a new update entry:

Farm.mac get it's face-lift transferred to RG 3.0

Farm.mac beta test of the latest upgrades are now getting posted to the RG 3.0

Since I posted after the cut off I wanted to make it available again here.

This includes the new /farm command and all it's glory. Going to go over those again real quick.

[Commands]
/farm or /farm Help -- Displays this help window.
/farm Radius ---Displays the current Radius to engage mobs from your current location.
/farm Radius #### --- Set the radius around you to search for spawns.
/farm ZRadius ---...

Read the rest of this update entry...
 
I actually tried to use this on my cleric when the new version was released under the old forums and the macro would constantly be trying to summon him a pet (I'm guessing it was just because he was a caster type class). Was hoping to take out some of the monotony of having to farm shards in old Skyfire for epic 1.0.

I sloppily went in to the macro and commented out anything that called for a pet check to see if it would work but it was still not work right for him. Afterwards the character would just sit and debug showed it was waiting for group mana but he was ungrouped at the time; so I'm guessing I just did a really poor "fix" that broke this other subroutine.

Will be trying it on another class when I have things to farm and I'm sure it will work better (or with an actual pet class).
 
I actually tried to use this on my cleric when the new version was released under the old forums and the macro would constantly be trying to summon him a pet (I'm guessing it was just because he was a caster type class). Was hoping to take out some of the monotony of having to farm shards in old Skyfire for epic 1.0.

I sloppily went in to the macro and commented out anything that called for a pet check to see if it would work but it was still not work right for him. Afterwards the character would just sit and debug showed it was waiting for group mana but he was ungrouped at the time; so I'm guessing I just did a really poor "fix" that broke this other subroutine.

Will be trying it on another class when I have things to farm and I'm sure it will work better (or with an actual pet class).

I believe I already know what the issue is. I'll look into it tomorrow if I get a chance.
 
Would love to see an amount of Mobs on Ext target that trigger stopping. IE Run around until 5 mobs are on ext then stop and kill
Also would love to see AE's be cast under the right circumstances. Ext 3 mobs in range cast X AE
just some food for thought. Other than those ideas this works great as long as the Mesh is good!
 
Gonna require a bit of finesse to work in chain pulling, but I'll look into it. No promise moving into the future how long that will take. I do know a lot of people have asked about chain pulling in various formats and I think a good place to start will be farm.mac :-)
As far as AE Spells I'm sure I can use more or less the same setup I used for Single Target Detrimental spells to find any AE Detrimental spells to get it to auto cast those. I could see that being more beneficial with the addition of chain pulling.

I could also try to work up a list of Melee AE combat Abilities IE: Rampage, Furious Rampage, and any other abilities that you guys want added to an array that I can search for that way AE's won't be limited to casters only.

Look forward to constant improvements along the way. I believe someone mentioned an issue with pet pulling. I'm pretty sure I knew that pet pulling was somewhat jacked and just haven't had time to fix it, for now you can alter to melee as pull method or a specific spell, ability, or ranged option for engaging or pulling mobs.

Look forward to any more suggestions. Perhaps if I get a nice enough list of things to be added Then I'll look into adding them all in one big update and push us forward into another version #.
 
So been using this quite often but found an almost fatal flaw I'd like to see addressed. There seems to be some issues with it's Chasing a mob that's running. Recently Tried using this and almost instantly noticed that in the scenario in which you are fighting 1 mob, and others add, The running mob stays targeted. This would be fine if we give chase but for some reason it picks and chooses when it wants to chase. Im assuming this has to do with line of sight and your new Casting, Because it most often happens when the mob tries to run, The macro begins a cast and Line of sight is lost. At this point Your character will stay turning and attempting to face the OOR mob, while the other Mobs beat on your back. Hope this helps!
 
Watching this further, if the mob is single, Your Char will cast multiple times wait a few seconds then chase down the mob. This only happens when casting
 
I see the issue already, The loop for casting doesn't have a base case for Target.Fleeing to exit the loop so it keeps casting. Again the basic idea for this was that you wouldn't be killing things that required much effort so I didn't really code in for it to fight things that wouldn't die with 1-2 hits, though I understand that it does get used for that.

Code:
Sub CastDetrimentalSpells
    /declare i int local 0
    /if (!${Me.Casting.ID}) {
        /for i 1 to 13
            /if (!${Me.XTarget}) /break
            /if (!${Target.LineOfSight}) /break
            /if (${Me.Gem[${i}].ID}) {
                /if (${Me.Gem[${i}].TargetType.Equal[Single]} && ${Me.Gem[${i}].SpellType.Equal[Detrimental]} !${Target.Buff[${Me.Gem[${i}].Name}].ID}) {
                    /if (${Target.ID}) /face fast
                    /if (${Target.ID}) /cast ${i}
                    /if (${Target.ID}) /delay 3s ${Me.Casting.ID}
                    /if (${Target.ID}) /echo \agCasting \am${Me.Gem[${i}]} \aw--> \ar${Target.CleanName}
                    /if (${Target.ID}) /delay ${Math.Calc[${Me.Gem[${i}].CastTime.TotalSeconds}+2].Int}s !${Me.Casting.ID}
                }
            }
        /next i
    }
/return

if you're savy with replacing this block of code, do a find for "Sub CastDetrimentalSpells" and replace it from top to bottom with that.
But really all I add is the text /if (!${Target.LineOfSight}) /break which should break out of the loop after the current cast is done.
 
Target.Fleeing is purely geometry and should not be trusted. It checks if the mob is facing away from you and that's it. You should be using distance from camp/LOS/anything else because that TLO is useless.
 
Target.Fleeing is purely geometry and should not be trusted. It checks if the mob is facing away from you and that's it. You should be using distance from camp/LOS/anything else because that TLO is useless.

Yup, which would be why I used LOS instead. But good information for others.
 
I'm loving this Mac. using it in conjunction with autoloot. but I can't figure out why it's leaving loot on corpses that I have set to keep in the autoloot in. any help would be greatly appreciated.
 
I'm loving this Mac. using it in conjunction with autoloot. but I can't figure out why it's leaving loot on corpses that I have set to keep in the autoloot in. any help would be greatly appreciated.

Not a macro issue. It’s likely a conflict with the in-game loot system and mq2autoloot. I found with autoloot that if you had, for example blue diamonds, marked as always keep it always roll or whatever that autoloot would tend to leave them on corpses. I had to clear my in-game need/greed filters before autoloot and its .ini would work reliably.
 
However, the purpose of farm.mac is to do that for you, navigate to the mob and bash it's brain in then allow a plugin like MQ2AutoLoot to snatch his stuff off the corpse and then you can move on your merry way, .

Well it took a little trying but I got the mesh built. But it doesn't loot. It doesn't even try to loot, just moves on to the next mob. Checked the ingame advloot window, nothing there.
 
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Well it took a little trying but I got the mesh built. But it doesn't loot. It doesn't even try to loot, just moves on to the next mob. Checked the ingame advloot window, nothing there.
It's not supposed to loot. you need to use the built in advloot or the plugin to do the looting
 
I have. I am using autoloot but it is not working at all on any toon anywhere. Can't figure it out for the life of me.
 
I have. I am using autoloot but it is not working at all on any toon anywhere. Can't figure it out for the life of me.

/plugin mq2autoloot
/autoloot turn on

Also, make sure ALL your EQ loot files (need, greed, never, etc.) are totally blank. Stuff in those files will conflict with autoloot.
 
MQ2Autoloot was written by Plure and any issues with his plugin should be directed towards the resource for it. While community members can provide some suggestions, this isn't really the right place to discuss them. A more appropriate location would be the discussion on the resource for MQ2Autoloot at https://www.redguides.com/community/resources/mq2autoloot.87/ where I'm sure Plure is watching the thread and then you'll get advice for use of the plugin itself, as well as have the information documented on a thread that would be useful to others encountering the same issues you might be facing.
 
Well it just stopped working. For the life of me I don't know what it is. I had it running just fine. Was farming naeya in Shards. Someone came along looking for the Alpha so I stopped running it and camped. Came back an hour later, he was gone, and the damn thing won't start. I didn't change a GD thing, but it refuses to go. Just keeps doing Group Mana Check and Group Endurance Check, both of which are at 100%. Help?

Update: I left the zone and came back, and it worked. This is really odd because I camped out twice, hoping to clear problems, and no go. But a trip to the GL and back seems to have done the trick. What manner of bug is this?
 
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Sounds like it's something to do with mq2 and not the macro. Sometimes Mercs or group members will incorrectly report health/mana/endurance in mq2 and in return the macro is reading they aren't full. Alternately if it was just scanning through those 3 routines it means that it's possible it wasn't finding an NPC you were looking for. Hard to say without the issue still being present to troubleshoot.

Glad you got it working though. Hope you don't have that issue again.
 
Just recently downloaded this mac and every time i run it it populates the perm ignore list with everything in the zone.
 
It's not populating the perm ignore list, it's populating a list of creatures in the zone to make it easy to copy and paste it to the perm ignores.

INI:
[ethernere_errand]
Ignored=|
NamedList=Fredrick Gaslow|Harlow the Blackguard|
Merchants=|
Bankers=|
Objects=|a food crate|a water barrel|a supply box|
NPCs=|a fire mephit|a horse|Fredrick Gaslow|a callous bandit|a bandit gutpiercer|a campfire|a mudsoul|a mudspirit|a fire beetle|Harlow the Blackguard|Cowboy Dan|

The above is an example populated list found in FarmMobIgnored.ini

Note that Ignored=|
is blank, if you wanted to ignore all objects for example. you would copy/paste objects= section into the ignore list. If you wanted to ignore a named from the list, you could just copy/paste that one named/both named from the list to Ignored section.

I hope this clears things up.
 
It's not populating the perm ignore list, it's populating a list of creatures in the zone to make it easy to copy and paste it to the perm ignores.

INI:
[ethernere_errand]
Ignored=|
NamedList=Fredrick Gaslow|Harlow the Blackguard|
Merchants=|
Bankers=|
Objects=|a food crate|a water barrel|a supply box|
NPCs=|a fire mephit|a horse|Fredrick Gaslow|a callous bandit|a bandit gutpiercer|a campfire|a mudsoul|a mudspirit|a fire beetle|Harlow the Blackguard|Cowboy Dan|

The above is an example populated list found in FarmMobIgnored.ini

Note that Ignored=|
is blank, if you wanted to ignore all objects for example. you would copy/paste objects= section into the ignore list. If you wanted to ignore a named from the list, you could just copy/paste that one named/both named from the list to Ignored section.

I hope this clears things up.


Yeah I realized I'm having the same problem as the guy in shards is having actually it just chain cycles thru the checks I misread the line I deleted in the ui the first time I had the error and thought it was the ignore line.
 
Nothing in the code has changed since August. So I'm not sure what would be causing the issue, but it's unlikely that it's something in my code. One of the updates to MQ2 might have borked something that isn't updating and causing the macro to get stuck waiting for mobs. I wish I could assist with the issue.
 
ChatWithThisName updated Farm.mac with a new update entry:

Bug fixes

Was an issue with new PullAbility setup and PullAbilityRange being read when there was no PullAbility setup. Fixed it so that it wouldn't stop at 150 default before reissuing nav.

Added a basic check for mob to already have a debuff on it before casting a spell....my BL was chain casting slow. Thought I had added this already, but guess not.

If you cut a name out of the FarmMobIgnored.ini list and paste it into the ignore list, it won't repopulate into it's respective list again, should...

Read the rest of this update entry...
 
I tried this on my ranger and my SK. It did not work with either toon. They just sit and the MQ2 window looks like it is spamming 'something I cannot read' alternating with 'Group mana check' text in the top bar of the MQ2 window. Nothing happens. If I run my toon up to a mob, he will kill it then sit down again.

I am stumped.

Sometimes he stands up, forages then sits down again.

FYI I have MQ2Melee and MQ2Nav loaded.
 
I'm not sure what you're using to start the macro.

/mac farm 10000 Name of mob you want to kill
/mac farm 10000
/mac farm

/farm radius 1000
/farm zradius 1000

sometimes it's a range issue, which is what it sounds like if you can run up to them and it will attack them.
 
Here are my current .ini settings. I have been playing with them in case that was the reason it wasnt working so they are set low.
[General]
Debugging=FALSE
useLogOut=FALSE
assistMe=FALSE
UseEQBC=TRUE
UseMerc=FALSE
CastDetrimental=TRUE
[Camp]
CampRadius=400
[Pull]
ZRadius=500
PullAbility=Spear of Tylix
PullAbilityRange=150
PullRequiresLineOfSight=TRUE
[Health]
HealAt=20
HealTill=80
[Endurance]
MedEndAt=8
MedEndTill=60
[Mana]
MedAt=20
MedTill=70
 
It only fights back if something attacks me first. I can stand right next to them otherwise. He wont attack.
 
I think it has something to do with the program thinking I am too low on health or endurance. OR Mana since the bar at the top of the MQ2 window is spamming Group Mana Check. (*BTW I am not IN a group, I am solo).
 
So, I went back through all the posts and found this one "Well it just stopped working. For the life of me I don't know what it is. I had it running just fine. Was farming naeya in Shards. Someone came along looking for the Alpha so I stopped running it and camped. Came back an hour later, he was gone, and the damn thing won't start. I didn't change a GD thing, but it refuses to go. Just keeps doing Group Mana Check and Group Endurance Check, both of which are at 100%. Help? "

That is the EXACT SAME PROBLEM I am having !
 
I tried zoning in and out multiple times but the mac is STUCK thinking I am low on either health, mana or endurance. My guess is the bug is with the mana check. (All are at 100%). Any ideas??
 
Yep. In your code, this line

Sub GroupManaChk
/if (${Me.XTarget[1].ID}) /return

/if (!${Me.Combat}) {
/setchattitle "Group Mana Check"

Since the game is SPAMMING ME with Group Mana Check over and over - looks like the problem is in this section?
 
Release [Macro] Farm.mac

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