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  1. #31
    cynleahlj's Avatar Member
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    Help

    Originally Posted by Sikaka View Post
    Not sure what you mean. Put the simulacrums in the map device storage and it will automatically use then when opening new simulacrums.

    If that's not working then it's possible there's some broken offsets in the main ExileAPI tool.
    Okay I figured I had to be missing something simple. Mine just opens the map device and says no simulacrum found and stops. I guess I need to dig around in the ExileAPI.
    Last edited by cynleahlj; 3 Weeks Ago at 02:11 PM.

    Auto Simulacrum Farming Bot (Updated)
  2. #32
    cynleahlj's Avatar Member
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    Another dumb question where do i put the AutoPoe-main folder?
    I put the AutoPoe folder in compiled

  3. #33
    revampster's Avatar Member
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    can confirm exileapi is broken with this in most recent update due to 8.2 framework update. if anyone manages to fix offsets let a brother know!

  4. #34
    cynleahlj's Avatar Member
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    Originally Posted by revampster View Post
    can confirm exileapi is broken with this in most recent update due to 8.2 framework update. if anyone manages to fix offsets let a brother know!
    Well glad it isn't just me having problems. Mine runs perfectly as long as i put the simu in the map device, but it will not see that side stash I am so sad. I just found this whole thing!

  5. #35
    pony40701's Avatar Member
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    Hi, thanks a lot for your work on this project.

    After the game update to 3.26.0.14, the bot started running into issues. Could you please check if this is related to the latest patch and try to release a fix when you have time?

    Really appreciate your efforts in keeping this project updated!
    Error Message:
    2025-09-24 15:21:50.512 +08:00 [ERR] Auto POE, PerfomanceTick -> System.AggregateException: One or more errors occurred. (Index was outside the bounds of the array.)
    ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
    at AStar.PathFinder.FindPath(Position start, Position end)
    at AStar.PathFinder.FindPath(Point start, Point end)
    at AutoPOE.Navigation.Map.FindPath(Vector2 start, Vector2 end)
    at AutoPOE.Logic.Actions.CreateMapAction.Tick()
    --- End of inner exception stack trace ---
    at System.Threading.Tasks.Task`1.get_Result()
    at AutoPOE.Logic.Sequences.SimulacrumSequence.Tick()
    at AutoPOE.Main.Tick()
    at ExileCore.Shared.PluginWrapper.PerfomanceTick()
    螢幕擷取畫面 2025-09-24 173031.jpg

  6. #36
    Sikaka's Avatar Active Member
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    For those who didnt make the change themselves.

    I've changed how simulacrums are read from map device to make sure things are working on the current version of exileapi.
    The texture path is not being properly processed. I've instead changed to reading from Entity.Path - confirmed it's working in game.

  7. Thanks pony40701 (1 members gave Thanks to Sikaka for this useful post)
  8. #37
    pony40701's Avatar Member
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    Hi Sikaka,

    Thanks for your continuous hard work on the project. I have an updated suggestion regarding bot stability, particularly concerning the Mercenary's death during a map or sequence run.

    ### Proposed Improvement: Handling Mercenary Death and Run Reset

    **The Problem:**
    When the Bot's Mercenary (AuraBot) dies during an active sequence (a "run," e.g., a map or Simulacrum run), the Bot often struggles to recover or cleanly continue the existing execution, leading to errors, stalls, or requiring manual intervention.

    **The Suggested Solution:**
    I propose treating the detection of the **Mercenary's death** as an immediate trigger for the current **Run's Failure and Exit** (similar to a 'Fatal Error' or 'Map Completion' condition).

    The logic flow should be modified as follows:

    1. **Detection:** The Bot detects the Mercenary is in a 'Dead' state.
    2. **Immediate Action:** The current active run/sequence is immediately **halted and exited**.
    3. **Recovery:** The Bot proceeds to the town/hideout to perform the **Mercenary Resurrection** action.
    4. **New Run:** Once the Mercenary is confirmed alive and the environment is stable, the Bot should **start a completely new run/sequence** (e.g., re-enter the map queue or start a new Simulacrum sequence).

    **Expected Benefit:**
    This approach avoids trying to recover an unstable state within the map and ensures that every new run starts with a clean, stable environment and an alive Mercenary. This will significantly eliminate the post-resurrection stalling and instability issues.

    Thank you for considering this suggestion!

    Best regards,

    pony40701

  9. #38
    Sikaka's Avatar Active Member
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    Originally Posted by pony40701 View Post
    Hi Sikaka,

    Thanks for your continuous hard work on the project. I have an updated suggestion regarding bot stability, particularly concerning the Mercenary's death during a map or sequence run.

    Adding a feature that only works with mercs which wont exist soon isnt really worth the effort imo. If they were going core then sure, but that seems very unlikely.


    In practice, a merc dies chances are your aura bot will too. Then it will start a new map.

  10. #39
    pony40701's Avatar Member
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    Hi Sikaka,

    Following multiple rounds of testing, I've identified a significant issue regarding skill precision in a Mercenary (AuraBot) setup, which is leading to frequent bot death and instability.

    ### Observation: Skill Cast Targeting Failure

    **The Problem:**
    Despite the cast type being set to target the Mercenary, the bot fails to precisely cast the designated skill (**FlameLink**) on the Mercenary's position. This repeated miscast results in the Mercenary not receiving the benefit (or buff) and ultimately leads to the Bot's death.

    **Specific Configuration Tested:**
    * **Skill:** FlameLink (presumably a supporting skill that targets the Mercenary).
    * **Cast Type:** `target mercenary`
    * **FlameLink Delay:** `8000` milliseconds (8 seconds)

    **Behavior Observed:**
    When the bot attempts to cast the skill with the specified delay, the targeting is consistently inaccurate. The skill is often dropped *near* the Mercenary but not precisely *on* them, or it targets the wrong location, causing the intended buff/effect to miss.

    ### Technical Request

    Could you please investigate the targeting logic for `target mercenary` under this specific delay configuration? The issue appears to be related to either:
    1. **Coordinate Calculation/Lag:** The bot uses outdated or slightly offset coordinates for the Mercenary's position, especially with the 8000ms delay.
    2. **Targeting Hook:** The game hook used for locating the Mercenary's precise position might be unstable or inaccurate.

    A fix for the precise targeting of the Mercenary is critical for the stability of all AuraBot configurations.

    Thank you for looking into this detailed issue.

    Best regards,

    pony40701

  11. #40
    Sikaka's Avatar Active Member
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    Originally Posted by pony40701 View Post
    Hi Sikaka,

    Following multiple rounds of testing, I've identified a significant issue regarding skill precision in a Mercenary (AuraBot) setup, which is leading to frequent bot death and instability.

    ### Observation: Skill Cast Targeting Failure

    **The Problem:**
    Despite the cast type being set to target the Mercenary, the bot fails to precisely cast the designated skill (**FlameLink**) on the Mercenary's position. This repeated miscast results in the Mercenary not receiving the benefit (or buff) and ultimately leads to the Bot's death.

    **Specific Configuration Tested:**
    * **Skill:** FlameLink (presumably a supporting skill that targets the Mercenary).
    * **Cast Type:** `target mercenary`
    * **FlameLink Delay:** `8000` milliseconds (8 seconds)

    **Behavior Observed:**
    When the bot attempts to cast the skill with the specified delay, the targeting is consistently inaccurate. The skill is often dropped *near* the Mercenary but not precisely *on* them, or it targets the wrong location, causing the intended buff/effect to miss.

    ### Technical Request

    Could you please investigate the targeting logic for `target mercenary` under this specific delay configuration? The issue appears to be related to either:
    1. **Coordinate Calculation/Lag:** The bot uses outdated or slightly offset coordinates for the Mercenary's position, especially with the 8000ms delay.
    2. **Targeting Hook:** The game hook used for locating the Mercenary's precise position might be unstable or inaccurate.

    A fix for the precise targeting of the Mercenary is critical for the stability of all AuraBot configurations.

    Thank you for looking into this detailed issue.

    Best regards,

    pony40701

    Combination of user error and mercs not being intended for use with this. It’s supported but no real effort put into it.

    The bot is designed to have a rectangle in which it can click to avoid issues. The bot realizes there is a merc so it casts the skill towards it if it’s outside of that rectangle and ontop of it if it’s inside.


    You should have the skill set to a very frequent cast speed with the buff name in place. This would cause it to cast often but only if the buff is not already active on your character. This will cause it to reapply more often but have downtime before recasting. Or go with no buff name and a medium cast frequency such as 2-3 seconds.

    Realistically you shouldn’t even need flame link outside of bosses/end waves so if it takes a couple seconds for it to cast, not a big deal. Mercs will be gone soon anyways.

  12. #41
    panoulisr21's Avatar Member
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    Whats the best build to run simulacrum bot atm?
    Sry i am new i had to ask :P

  13. #42
    whrkdp321's Avatar Member
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    I want to ask you this and that.

    1. What is the setting level? Can you share it if you have a pob or something?
    2. Kosis doesn't die well, would it be better to use The Hateful Accuser? I wonder if Penance Mark will use it well for monsters if it sets well.
    3. Is there any way I can communicate with you other than Discord?

    Thank you for your response in advance!

  14. #43
    Sikaka's Avatar Active Member
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    Originally Posted by whrkdp321 View Post
    I want to ask you this and that.

    1. What is the setting level? Can you share it if you have a pob or something?
    2. Kosis doesn't die well, would it be better to use The Hateful Accuser? I wonder if Penance Mark will use it well for monsters if it sets well.
    3. Is there any way I can communicate with you other than Discord?

    Thank you for your response in advance!
    I mean it works on any build that can stand still and clear wave 15 easily. CWS is just the most generic and approachable generic build to do so.


    Emiricle has a ton of POBs and progression guides. This was the Simualcrum specific build he had posted.
    Level 98 Chieftain [3.25]


    Hateful accuser is always the way to go. You need to be refreshing ignites on bosses and creating mobs to trigger explosions.
    Mageblood in that POB is really not important. It makes getting jewels easier as you don't need to worry about + max fire res or general chaos elsewhere but you can farm just fine with much cheaper items.
    Realistically though as long as you can clear wave 13 before dying, run the bot overnight and you'll have enough for serious upgrades.

  15. #44
    pony40701's Avatar Member
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    Dear Sikaka,

    I hope this email finds you well.

    I'm writing to report a potential issue with the recent Autopoe update. It seems the "auto use Incubators" function is not executing correctly after the update.

    My entire stash is now filled with Incubators, which suggests the feature isn't working as intended.

    Could you please look into this when you have a moment?

    Thanks for your hard work!
    螢幕擷取畫面 2025-10-14 122659.png

  16. #45
    pony40701's Avatar Member
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    On a separate but related note, I had a thought about a scenario for the CWS Chief build in Simulacrum.

    I'm wondering if a potential issue could arise at the end of a wave:

    If the player is using the CWS Chief build (which is extremely tanky) but cannot kill the Bosses (Kosis/Omni) quickly enough, or if the Bosses simply cannot kill the player...

    ...would this result in a deadlock where the instance doesn't progress to the next wave, effectively getting stuck in the Simulacrum?

    To prevent this from happening (especially for an 'AFK-style' build), do you think a solution could be implemented, like:

    Adding a time limit for the wave (e.g., if the wave is not cleared after 5 minutes, force progression/fail the wave).

    Or some other progression check that doesn't rely solely on monster death count.

    Just a thought for a potential edge case in the new league/updates.

    Thanks again!

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