#Loot agent not working, also won't recognize wooden boxes as 'valid containers'

1 messages · Page 1 of 1 (latest)

vocal ridge
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I have a bunch of auto-loot items set up, most going into player backpack and some into a specific container. Problem is, none of them work. I'm also trying to pick a wooden box in my backpack as an additional loot container but it doesn't think it's a 'valid container'. Not that it matters though because the selected items don't even get auto-looted.

(MacOS 15.3 latest Chrome)

vernal badge
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Can you send a screenshot of your autoloot items and the corpse it's not picking up from?

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I'm also trying to pick a wooden box in my backpack as an additional loot container but it doesn't think it's a 'valid container'. Not that it matters though because the selected items don't even get auto-looted.
The container requirement is based on whether the item has a tiledata flag of container, so if the item doesn't have it it's not a container (from the clients point of view)

vocal ridge
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won't pick up from any corpse and I just noticed no container is recognized valid, not just wooden boxes. screenshot on its way

vernal badge
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can you check you have Object Queue enabled and the queue count is > 0?

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on UOAlive everything sees to be working for me, can change containers, auto loots corpses, etc.

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Is it showing the autoloot text, like it's attempting to loot, or not at all?

vocal ridge
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you'll see a message like this over the corpse

vocal ridge
vernal badge
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hmm I think your Gold Coin loot item might not be "correct"

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could be a different graphic like OxEEF which looks the same but isn't what is on the corpses

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can you try adding a new loot item and clicking a gold pile in your backpack? does it add a different gold item into the autoloot table?

vocal ridge
# vernal badge can you try adding a new loot item and clicking a gold pile in your backpack? do...

It did add a new gold item like you said, but everything else about the issue remains: 'must choose a valid container' is erroneous and not the container's fault because it will say this about a container, for instance, that I've already picked through the 'Set loot bag' option found under each corpse. So, active loot bag > 'choose a valid container' when chosen through the loot agent

Selecting 'Backpack' and 'Bag' graphics works. Guess it's a flag issue like you'd mentioned. But in that case it's not ideal since I think we should be able to use anything that really is a container.

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This also made me realize I can't see which container I set up this way (via 'Set loot bag' under corpses) anywhere

vernal badge
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l think you might be confusing the grid loot option and the loot agent

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Can you please record a video showing what you're describing?

vernal badge
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Thanks for your patience I know it's probably frustrating trying to figure out out whats happening

vocal ridge
# vernal badge l think you might be confusing the grid loot option and the loot agent

Yeah I think that's true ^^ Either way though since it says ''Set loot bag" on the bottom of grid corpses, your first instinct is to look for it under auto-loot. Anyways, I can confirm that autoloot's working now and we're on the same page about the invalid containers thing, so there's nothing to video-record rn. Far from frustrating— I always get a reply to my questions here not to mention a prompt fix so I really appreciate that 9316_howdy_hattip

vernal badge
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@vocal ridge I also relaxed the container requirement in the latest update, can you see if it works on your wooden box now (Under autoloot)?
#web-updates message

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I'll look into a solution to make the existing grid corpse loot less confusing with autoloot

vocal ridge
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Only problem I have left now is this

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tried playing around with object queue to no help

vocal ridge
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try increasing your Action Delay

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but yeah in general it's pretty aggressive with trying to loot

vocal ridge
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What does action delay do in general? Like what else does this affect? Can't find options docs online specific to Web

vocal ridge
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Also how can I mark this as Done ?

vernal badge
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servers usually prevent you from performing actions like moving items too quickly, so the action delay specifies how fast the queue of actions is executed