ISXBJEVE Using Astro Bot

Article Index

Overview

Welcome to BJ Scripts' Walkthrough for Using Astro Bot!  Astro Bot is a multi-purpose collection of scripts that are designed to allow flexibility and ease of use to the end user.  It's features include:

  • Game Tasks:
    • Mining
    • Hauling

  • General Features:
    • Provides a flexible and easy to configure in-game user interface to provide a high level of customization that can set your characters apart from other botters. Never need to edit a file in notepad again!
    • Supports grouping of modules and hiding of passive modules. Use your modules like the non-cheating person you used to be!
    • Mining - Can be configured to use survey scanners to select the highest yield asteroids first.
    • Mining - Loads/unloads mining crystals based on target type.  If there are no crystals found in your cargo hold for a specific asteroid, it will unload a currently loaded crystal to avoid damaging it.

Disclaimer: It is not intended for people to use this to AFK long stretches of time. Astro Bot was designed to assist you with playing EVE while you do other things near the computer. I am not responsible for your lost ships or accounts due to misuse of this product.

Figure 1.1 - Astro Bot User Interface (Click image to enlarge)

Please note that I am always adding new things to Astro Bot and that the documentation of these changes in this guide may lag behind.  For the most up-to-date changes, please refer to the ISXBJEVE Patch Notes. This guide will walk you through the set up process and get you out exploring the stars as quickly as possible.


Pre-Requisites

  1. Innerspace must be installed.
  2. ISXEVE must be loaded on each Innerspace session you want to bot on.
  3. ISXBJEVE must be loaded on each Innerspace session you want to bot on.  (Need help installing ISXBJEVE?  Try my walkthrough!)

Loading Astro Bot

To load Astro Bot, type the following into the in-game Innerspace console: BJ AstroBot

After a brief initialization period, the main UI window will close and Astro Bot will be ready for use.  For convenience, Astro Bot will start paused by default.  

To open the main UI, click on the Show Main button of the mini UI.

Figure 2.1 - Astro Bot Mini User Interface

Figure 2.2 - Navigation Pane (Click image to enlarge)

The Navigation Pane (Figure 2.2), is used to move between the various pages and options of Astro Bot.  They are arranged so that all task specific options are located on the Main Page and any core functions that might be shared between multiple tasks are on their own page.

As more options are added, additional buttons/pages will be created as needed.


Using the UI - Main Page

The Main Page is where you will select your Active Task (The task/action you want the bot to perform).  Once a task has been selected, any task specific options (if they exist) will be shown below.

Figure 3.1 - Main Page (Click image to enlarge)

Active Task - Mining

When Mining is selected from the Current Active Task combobox, all mining related options will be displayed.  In order to correctly configure your mining routine, there are at least 3 sections that must be filled out.

Figure 3.2 - Main Page - Mining (Click image to enlarge)

Task Role:

[ ] I am a Miner - Select this option if you want this pilot to mine. (Personal Choice: I have all 5 of my Hulks configured using this choice.)

[ ] I am a Mining Foreman - Select this option if you want this pilot to provide instructions when asked by other miners. (Personal Choice: I have my Orca configured using this choice.)

Delivery Options:

What do you want to do with your ore when your cargo is full? You have 2 choices: Jetcan or Return to Station

Jetcan - There are an additional 2 options that become available after you select jetcan as your delivery option.  Eject As Needed will jettison your ore to a jetcan when it needs to. Call For Pickup is not functional at this time.

Return to Station - There is an addition option that becomes available after you select return to station as your delivery option.  You must select a Station Name from the combobox.  It will only show you stations that match your configured filter range on the Indexes Page.

(Personal Choice: I mine in a fleet, so I always have my mining pilots configured to Jetcan - Eject As Needed.  If I were solo mining or mining without dedicated hauler support, I would choose to Return To Station.)

Mining Target Selection:

Your choices for this section will determine how your pilot will select it's mining targets.

Choice # 1:

[ ] Self Selection - Let this pilot decide for themselves what mining targets to pick.

[ ] Mining Foreman Selection - This pilot will ask (through the Innerspace Uplink) the mining foreman for a mining target.  The mining foreman combobox must have a valid target (ie. Fleet Member)

(Personal Choice: When in a fleet, I have 4/5 of my miner's configured to ask the mining foreman for a target and 1/5 will select their own target.  This let's the 1 miner play cleanup as the asteroid targets start to dwindle.)

Choice # 2:

[ ] Strip Mine - Picks the closest mining target and will clear out the entire asteroid belt.

[ ] Selective - Focus Lasers - Uses the options from the Selective - Focus Laser Options below the checkbox.  You can tell it what asteroid types you want mined and in what order.  This list is processed from top to bottom.  When using this option, you can also choose to use a Survey Scanner to select the highest quantity ore as a priority.

(Personal Choice: I use Selective - Focus Lasers to avoid having my miner's step on each other's toes, however, if you are solo mining or in a very small fleet the better choice is Strip Mining.)

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If you have been following my Personal Choice Recommendations above, your Main Page - Mining should look like the picture below with the addition of having a Station Name selected.

Figure 3.3 - Main Page - Mining - Solo Miner Configuration (Click image to enlarge)


Using the UI - Fleet Page

Not currently available


Using the UI - Combat Page

This page is not currently used

Range Calcuations:

Missiles: Max Flight Time * Max Velocity

Lasers/Projectiles: Optimal Range * 2 + Falloff Range

Other: Range


Using the UI - Flee Page

There are time when you will want your bot to flee the space they are in and get to a safe spot.  Everything on this page is related to configure how you want them to proceed when potential hostile forces enter local or your grid.

Figure 6.1 - Flee Page (Click image to enlarge)

Flee Options:

Flee To - Where should you flee when a flee condition is met?

Flee Duration:

Choice of 1:

[ ] Timer (In seconds)

[ ] Pause Bot

[ ] Quit Game

What should the bot do once it has reached it's safe location?

[ ] Trigger Flee Fleeing - When a flee condition has been met on this character, should it trigger your fleet to flee as well?

Pilot Standings:

On Grid - Visible on the overview.  Can be any combination of the options available.

Local - In the local channel.  Can be any combination of the options available.

Ship Health:

Any combinations of the options available.

[ ] Shield Percentage

[ ] Armor Percentage

[ ] Structure/Hull Percentage

[ ] Capacitor Percentage

[ ] Ammo Percentage

(Personal Choice: It is really up to you what you configure your flee options as.  For HiSec, I typically focus my settings On Grid, with local scanning for criminals.)

Figure 6.2 - Flee Page - Solo Miner (Click image to enlarge)


Using the UI - Targets Page

This page allows you to configure how your bot will select it's targets.  It works on the basic premise that each target your pilot/ships allows is a "slot" in which you can fill certain types of targets. When you assign a target to a type, you are essentially reserving that target slot for a specific type of target. Your Current Max Targets can ONLY be populated while in space.  Select a target and then assign it a Target Type.  Mining, Jetcan and Combat are your only options right now.

For mining purposes, you can choose to split your lasers onto different targets, or focus your lasers onto a single target. NOTE: On the Main - Mining Page, if you configured your miner to select targets using Selective - Focus Laser, it will not split your lasers.

Figure 7.1 - Targets Page (Click image to enlarge)

Having a target assigned is the first check that Astro Bot does when preparing to use a module. Internally, the bot will assign targets based on this list, lock those targets as range permits and then activate modules based on your selected options for the module.


Using the UI - Modules Page

My design philosophy with Astro Bot is to offer the user as many different ways as possible to customize through an in-game UI how their ship performs it's active task.  The Modules Page is where most of that customization will happen.  It is important to note that your Currently Equipped Modules will only be populated if you are in space.  

Figure 8.1 - Modules Page - Kestrel w/ Launchers Split (Click image to enlarge)

Figure 8.2 - Modules Page - Raven w/ Launchers Grouped (Click image to enlarge)

Currently Equipped Modules: This will show you all of your modules that can be activated (passive modules are filtered out), as well as, provide the options for drones.  Now, it's important to understand that just because it lists drones in this listbox, it is not saying that you have drones available.  In Figure 8.1, you can see that all 4 of my Light Missile Launchers are being displayed because they are not grouped while in Figure 8.2, only 1 'Arbalest' Cruise Launcher is being displayed.  I actually have 6 'Arbalest' Cruise Launchers and they are all grouped.  Astro Bot knows this and will activate them as one module.

Before I discuss the examples provided in Figures 8.1 and 8.2, I want to go through all of the available options.

Activate Condition: This is sometimes referred to as the Primary Activate Condition and it is the first internal check Astro Bot performs on a module.  There are 3 possible conditions, but which conditions are shown will depend on the selected module and it's function.

  • AlwaysOn - Module will always be active.
  • Combat - Module will only be active when you are under attack or about to attack something. Module will terminate when not in combat.
  • Non-Combat - Module will only be active when you are not under attack. Module will terminate when in combat.

Activate on Target: There are two options that are available without you configuring anything on the Targets Page: @Self and @NextCombatTarget

  • @Self - Should be used for modules that do not require a target or will be activated on yourself without a target.  (Examples: Shield Booster, Propulsion, etc.)
  • @NextCombatTarget - Will not function unless you have defined some targets as combat on the Targets Page.  If you configured your Targets Page like the examples shown, this will scan through your locked targets that are stored as combat targets (you assigned them as combat on the Targets Page) and then select a target to activate the module on based on your Target Priority selection.

Other target options may be available from the combobox depending on how you configured your Target Page.  If you configured your Targets Page like the examples shown, you will also be able to assign that module to just Target_1 or Target_2 or Target_3, etc...  This will allow you to purposefully split your modules onto different targets if you want to.

Secondary Activate Conditions: All of the options below the Target combobox are referred to as Secondary Activate Conditions.  These conditions are optional, but allow you greater control over when your modules will activate/deactivate.  All secondary activate conditions are percentage based ranges, except for Dist. To Target which is measured in meters and both sides of the range do not need to be filled out.

  • Capacitor Percent - If your remaining capacitor percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when the capacitor percentage is not within the set range.
  • Distance to Active Target - If your distance to your active target is less than, greater than or equal to the set range, the module will be activated. The module will terminate when the distance range is not within the set range.
  • My Shield Percent - If your shield percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when your shield percentage is not within the set range.
  • My Armor Percent - If your armor percentage is less than, greater than or equal to the set range, the module will be activated. The module will terminate when your armor percentage is not within the set range.
  • My Velocity Percent - if your current velocity percentage is less than, greater than or equal to the set range, the module will be activated.  The module will terminate when your velocity percentage is not within the set range.

Example Using Figure 8.2:

Line 1: T: (MedSlot2) -- (Large Shield Booster II) | AlwaysOn | @Self | Shield % <= 60 |

This will activate the (Large Shield Booster II) fitted to slot Med_2 on my self always when my shield percentage is less than or equal to 60%.  Above 60% it will deactivate the module.

Line 2: T: (MedSlot1) -- (Large Shield Booster II) | AlwaysOn | @Self | Shield % <= 80 |

This will activate the (Large Shield Booster II) fitted to slot Med_1 on my self always when my shield percentage is less than or equal to 80%.  Above 80% it will deactivate the module.

Line 3: T: (LoSlot0) -- (F85 Peripheral Damage System I) | AlwaysOn | @Self |

This will activate the (F85 Peripheral Damage System I) fitted to slot Lo_0 on my self always.  This module is never deactivated.

Line 4: T: (MedSlot0) -- (Limited Adaptive Invulnerability Field I) | AlwaysOn | @Self |

This will activate the (Limited Adaptive Invulnerability Field I) fitted to slot Med_0 on my self always.  This module is never deactivated.

Line 5: T: (HiSlot0) -- ('Arbalest' Cruise Launcher I) | Combat | @NextCombatTarget |

This will activate the ('Arbalest' Cruise Launcher I) fitted to slot Hi_0 on the next combat target sorted by my target priority selection if I am being attacked or am going to be attacking.  This module will be deactivated if I am no longer in combat.

Line 6: T: (Drones: Combat) | Combat | @NextCombatTarget |

This will activate my (Drones: Combat) on the next combat target sorted by my target priority selection if I am being attacked or am going to be attacking.  The drones might be recalled if you have selected to recall them when not in combat.


Using the UI - Bookmarks Page

This page is not being used right now.


Using the UI - Navigation Page

If you want your bot to automatically move around in space, you will need to configure a path for it to take.  The Available Navigation Destinations will ONLY populate if you are in space and is a list of every celestial in your region.  Navigation Routes are saved globally and are not part of the character profiles.  This should make it easier to share locally across multiple characters on the same computer.

Figure 10.1 - Navigation Page (Click image to enlarge)

There are 2 parts to a navigation route:

1) Select the Available Navigation Destination you want to use.

2) Select an action to apply to the selected destination.  Your choices are:

Mining - When at your destination, your bot will scan for asteroids.  If none exist, you will move on to the next destination.

Hauling - What at your destination, your bot will scan for fleet members or jetcans on grid.  If none exist, you will move on to the next destination.

Travel - Simple travel to your destination.  If your destination is a warp gate, you will use the gate.  If your destination is a station, you will dock.

Once you have completed your route, you can create a save file of your list by using the Create checkbox at the top of the page.  If it is an existing list, it must be selected from the load route combobox and the save checkbox must be used.  The route list name in the combobox is saved with the character profile.

[ ] Loop Route - Saved with the character profile, this option will loop the loaded route when the route is completed.


Using the UI - Loot Page

This page is coming soon...


Using the UI - Inventory Page

This page is really important to how Astro Bot will manage your ship's cargo holds.  First, you will want to select a hold type that your ship has and then assign it a value (as a percentage).  Once that has been completed, press the Add button.  You have just told Astro Bot what percentage of your cargo hold it should consider full.  For example, if my ship Ore Hold has a max capacity of 100 and I set my Ore Hold value at 85%, then Astro Bot will report the Ore Hold full when it is a value that is at least 85% to 100%.  This is useful for certain tasks like mining or hauling where the bot may need to return to a station to drop off goods. 

The picture below shows the values that I used for a Venture ship.

Figure 12.1 - Inventory Page (Click image to enlarge)


Using the UI - Admin Page - Page 1

This page allows you to export and import Astro Bot profiles.  This allows for easy sharing of profiles between pilots and between users.


Using the UI - Admin Page - Page 2

This page functions the same way as using the BJ Login UI script to enter character information, except that account username and passwords are not required.  In order for Astro Bot to accept fleet invites from known (safe) characters, you must at least enter pilot names that you trust.

Figure 14.1 - Admin Page - Page 2 (Click image to enlarge)

Figure 14.2 - Admin Page - Page 2 (Click image to enlarge)

 

1) Start by filling out your Pilot Name.  

Account Name and Account Password are optional (unless you want to use BJ Auto Login). Pilot Names are used as an authorized person to accept fleet invites from.

Figure 14.3 - Admin Page - Page 2 (Click image to enlarge)

2) Press the Add button when you have filled in your desired information.  This will add the information to the list box on the right.

Figure 14.4 - Admin Page - Page 2 (Click image to enlarge)

3) Repeat steps 1 + 2 until all characters have had their information added. Reload Astro Bot on all sessions when finished for your changes to take effect.