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Member
Originally Posted by
bobfromuk
Any preload alert entry for memory tear in maps?
Metadata/Terrain/EndGame/MapAtlasMemory/Objects/BeginMemoryLineObject; Memory; FF00AA00
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Member
For the HarvestPicker - I'm not seeing the "rotation on map". Which order of crops should I be selecting good to bad or bad to good? Thank you
Hmmmmm....

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Active Member
Originally Posted by
bmode206
For the HarvestPicker - I'm not seeing the "rotation on map". Which order of crops should I be selecting good to bad or bad to good? Thank you
Do you have crop rotation alocated? if so always index 0, the one with green text.
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Member
Originally Posted by
diesall
An item isn't rolled until a wisdom scroll is used on it and the server sends back its roll, if it wasnt this kind of tool would not be allowed to exist at all
I don't think this is a correct take, or atleast not entirely correct. For example, unique item, rare items.. drop from double-duplicate item mod, you have already known the result of the second item, even you don't identify it.
I think the best way to put it is private key and public key with unidentified item where sever hold the private key.
Last edited by voduyvuong001; 3 Days Ago at 02:28 PM.
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Member
Originally Posted by
Sufanski
Anyone know the preload for Eagon? or for Memory Tears that appear in maps to start t16.5 maps?
I'm also looking for it. Have you found it?
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Member
Originally Posted by
Glitter2770
How did you find that? There is no any forks or tags to exapi
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Member
Can ReAgent detect the name of teammate XXX? Just press W when you are nearby.
Or when there are several teammates around, press W?
Or are there other plugins that can do it?
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Member
Hello everyone,
I'm looking for an automation tool/script for farming 5-way maps in Path of Exile. I'd appreciate any recommendations for tools you know of.
If there aren't any public tools available, could you point me in the right direction for how to detect the event when the pylon in a 5-way map activates? Specifically, I'm looking for a way (like a code snippet) to identify the moment the central stone breaks and begins to spawn monsters.
My goal is to create a script that detects this trigger and then automatically casts a specific skill for me.
Thanks a lot for your help!
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Active Member
Hi guys;
Recently, I've been wondering, other than recent things like Memory Tears, and Bismuth, are there any other elements that you guys have added to your "preload_alerts.txt" file?
I was thinking what would be the most effect metadata preload elements that I might be missing.
Additionally, are there any other GitHub pages for cool/useful ExileAPI plugins?
Searching the thread is a bit iffy, so I haven't had as much success looking for those.
Any suggestions? For either good preload suggestions, or cool GitHub links for plugins!
Last edited by NoodlesAreTheBest; 2 Days Ago at 12:00 AM.
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Active Member
Originally Posted by
NoodlesAreTheBest
Hi guys;
Recently, I've been wondering, other than recent things like Memory Tears, and Bismuth, are there any other elements that you guys have added to your "preload_alerts.txt" file?
I was thinking what would be the most effect metadata preload elements that I might be missing.
Additionally, are there any other GitHub pages for cool/useful ExileAPI plugins?
Searching the thread is a bit iffy, so I haven't had as much success looking for those.
Any suggestions? For either good preload suggestions, or cool GitHub links for plugins!
PluginBrowser
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Active Member
Originally Posted by
MackJuck
I'm also looking for it. Have you found it?
Metadata/Terrain/EndGame/MapAtlasMemory/Objects/BeginMemoryLineObject; Memory; FF00AA00
My post was helpful? Consider using Thank you!
We are here together, be part of community, help others and get helped by others

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Active Member
Originally Posted by
pwndbymeh
This plugin comes built-in with current releases, but its also missing some GitHub links.
For example, PressMyPetals, MapIcons (alternative to MiniMapIcons), UniqueFinder, MapHighlight.
Are there any other collections for all the GitHubs, or should I go contribute new links to InstantSC so he can add them?
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Contributor
Originally Posted by
voduyvuong001
I don't think this is a correct take, or atleast not entirely correct. For example, unique item, rare items.. drop from double-duplicate item mod, you have already known the result of the second item, even you don't identify it.
I think the best way to put it is private key and public key with unidentified item where sever hold the private key.
Regardless of how its done ... the information isn't available client side
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Member
Originally Posted by
snowhawk
The addon allows you to go through crafting steps and reacting to the state of the object.
- Method Type
- ModifyThenCheck - Will use the currency item then check if the conditionals match. Next step is determined by success or failure.
- ConditionalCheckOnly - Only checks if conditionals match. Next step is determined by success or failure.
- Branch - Goes through conditions and takes the next step on first success.
- CurrencyItem - BaseName of the currency item to use in this step. Name is case-sensitive (e.g. "Orb of Alchemy" not "orb of alchemy")
- AutomaticSuccess - The crafting step is always successful when checked.
- On Success/Failure
- Reaction Type
- Repeat - Repeats the current step. (e.g. chaos spam)
- Restart - Returns to the first step.
- GoToStep - Executes the specified step.
- Continue - Falls-through to the next step.
- End - Stops crafting.
- Next Step
- Copy Conditional Groups From - Will overwrite all conditional groups for this step with the conditional groups from the selected step.
- Conditional Group
- Remove Group button - Deletes the specific conditional group.
- Group Type - AND/OR/(AND)NOT - Useful for multiple conditional groups in the same crafting step.
- Required Checks to Pass - Number of checks that must succeed for the group to return success.
- Add Conditional Check button - Adds fields to allow user to enter a new conditional check.
- Conditional Check
- Remove button - Removes the specific conditional check.
- Conditional Title textbox - A box to give the step a human readable name.
- Edit button - Toggles an edit box that allows you to enter the conditional code.
- Save button - Writes the code in the conditional box to file.
- Revert button - Replaces the code in the conditional box to what is in the file.
- Close button - Closes the Edit Conditional window.
- Copy Conditional From dropdown - Copies the code from another conditional to this conditional.
- Code Textbox - A box that expects C# code that evaluates to true or false.
- Remove This Step button - Removes the entire step.
As you set up each step, use "Confirm Steps" to save changes and see if there are any issues. Don't wait until everything is setup only for it to fail. Failure is usually a typo in the code.
Example - Alch/Scour for +1 to All Jobs heist mod plus one other wanted mod.
Attachment 89744
- Step 1 - Modify with Orb of Alchemy. If the item mod has +1 to all jobs, go to step 2. Otherwise, go to step 3.
- Step 2 - Check if any other wanted mods are on the item. If so, we're done. Otherwise, go to step 3.
- Step 3 - Modify with Orb of Scouring. Go to step 1.
Mods
Attachment 89745
- T1 All Job Level
Code:
ModsInfo.ExplicitMods.Any(x => x.RawName.Contains("HeistNPCAllJobLevel1"))
- T1/T2 Job Speed
Code:
ModsInfo.ExplicitMods.Any(x => x.RawName.Contains("HeistNPCObjectiveSpeed3") || x.RawName.Contains("HeistNPCObjectiveSpeed4"))
- T1 Whakano Reveal Chance
Code:
ModsInfo.ExplicitMods.Any(x => x.RawName.Contains("HeistNPCAdditionalIntelligenceChance4"))
I don't know if there is a better way of looking up mods, but I usually just use poedb.tw and
poe-dat-viewer (mods.dat). You can find other examples on the github for the addon.
WheresMyCraftAt/Template Crafts at master . DetectiveSquirrel/WheresMyCraftAt . GitHub
How do you even find simple things like "to strength" or "+1 to lightning gems"? The steps and conditions is easy to figure out, but getting the right mod name seems like rocket science. I thought its as easy as adding "+# to Strength" to the condition but apparently its not. And I dont understand the txt examples, I thought I could export a emulated item from craftofexile, save it as txt and import?
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Originally Posted by
omnicrunch
How do you even find simple things like "to strength" or "+1 to lightning gems"? The steps and conditions is easy to figure out, but getting the right mod name seems like rocket science. I thought its as easy as adding "+# to Strength" to the condition but apparently its not. And I dont understand the txt examples, I thought I could export a emulated item from craftofexile, save it as txt and import?
You can find them in dev tree under the the... Mods file I think it is. Easy searchable lists to get the mod names. Or you can get it on the item and find it that way.
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Post Thanks / Like - 1 Thanks
omnicrunch (1 members gave Thanks to Sychotix for this useful post)