I'm not sure if it's actually to do with the resolution. After removing the Scoundrel follower and putting Templar instead it succeeded a lot more frequently. I believe because the Scoundrel occasionally pulls one of the zombies and thus they block the path slightly and therefore your character does not quite reach the destination required to find the cellar (by like a few pixels). This does happen randomly when the zombies move into a "bad place" however its a lot less frequent without Scoundrel (or Enchantress) pulling.
I think this happens because the second move command is applied before the first is finished, if you could allow the movement to finish and wait 0.1 second then it would stay on track. Not 100% sure about loot detection because I have been afk for about half of the 1 hour I ran this for, but it did pick up 1 rare for me.
Death detection has not worked at all for me currently, every time I die it loops and has to wait 2 tries before it gets itself back in the game.
A very short sample but it netted me 60k in 20 minutes with 99% gold find.
Implementing the destroy table command that the guy has done above would be awesome too as I said the ferrets sometimes get stuck and if they go for a pile on the right first, you miss the entire runs worth of gold.
Great work by everyone just giving my feedback
@Jakesmurf does your script have randomized movement? If so I'll give it a whirl but I'm slightly paranoid of scripts with generic movement paths.