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Originally Posted by
Zongfoo
Hey Neer!

Ok, I got everything working fine, and it's doing its thing as I type this. Thank you very much, by the way!
I just was wondering if there is a way to verify the coordinates that it's using? I mean, I changed the Settings.cs like in the instructions, but it seems like it is just catching the same Pokemon everywhere I go. So, I tried plugging in coords for London, and it still seems to be the same Pokemon.
Is it possible that I missed a step and it's just using some coords that are in there by default? I am not a coder, but I am clever, however that will only carry me so far until I need your help
ALSO... Am I supposed to "right click the PokemonGO.RocketAPI.Console and set as startup project" everytime I want to start a new hunt? I don't think I am, but I feel like I may be mising a step or something, even though it seems to be working.
Everytime you change coordinates press Build > Rebuild Solution then ctrl + f5
You don't have to set as startup everytime you "start a new hunt".
Originally Posted by
Snuppert
Thanks for the source. Nice contribution. Multiple instances work great, no crashes (just added some try catch and reconnects). Going to hook it onto my NodeJS server which publishes everything to one database to have one view of all accounts. =)
Many thanks for this OP.

Posts like yours make me happy. Thank you for working on it!
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Post Thanks / Like - 2 Thanks
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Corporal
Originally Posted by
Devolkoff
wow great topic. i have some question
Is default delay = best setting now?
or what value i should try?
I would replace the delay with this:
Random rnd = new Random();
int delay = rnd.Next(7000, 10000);
await Task.Delay(delay);
this means, its not always 7 seconds, but somthing between 7 and 10 seconds.
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Contributor
Originally Posted by
Neer
Updated to 4.1
Hopefully this will fix the 10 min crashes..
PTC version on github is unchanged correct?
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Member
After a certain amount of time this bot just stops working, it stops collecting xp etc but no errors.
If i close it and restart its fine again, anyone else experiancing this?
By the way, it is a great tool
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Member
Any Video Tutorial or How it works?
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Originally Posted by
Subversion2
PTC version on github is unchanged correct?
Correct, if you want my version in PTC format, change settings.cs to UsePTC = true; and enter your PTC details in Settings.cs
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Post Thanks / Like - 2 Thanks
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Member
Originally Posted by
Neer
If it stops after a while you've probably chosen a bad location, please use the locations provided or some place that you know that atleast has 300 stops in a 15km radius.
I've edited my coord to central park (im from Belgium).
I think i just got soft banned
every pokemon got away and pokestops give 0 xp
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Member
where's the delay options for PTC version>
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Master Sergeant
Originally Posted by
Neer
Updated to 4.1
Hopefully this will fix the 10 min crashes..
wow dude, did you sleep well last night?
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Member
Originally Posted by
Snuppert
Thanks for the source. Nice contribution. Multiple instances work great, no crashes (just added some try catch and reconnects). Going to hook it onto my NodeJS server which publishes everything to one database to have one view of all accounts. =)
Many thanks for this OP.

Could you release yours? My Bot is always broke after some min. and dont reconnect..
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Sergeant
So the reason bot stops is because not enough pokestops? I am in Sydney and I position myself at peg parterson park, Rhodes...and always stop after few minutes.....is it not good location?
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Master Sergeant
Well, because of yesterday's DDoS. It was so irritating to restart the application every time the connection failed. So I just did a simple try & catch, to reconnect.
Just overwrite the server response/settings/profile etc with the code below. Note, this is a temp quickfix but works fine for me. Other bugs without catches may still be there.
Code:
try
{
var serverResponse = await client.GetServer();
var profile = await client.GetProfile();
var settings = await client.GetSettings();
var mapObjects = await client.GetMapObjects();
var inventory = await client.GetInventory();
var pokemons = inventory.Payload[0].Bag.Items.Select(i => i.Item?.Pokemon).Where(p => p != null && p?.PokemonId != InventoryResponse.Types.PokemonProto.Types.PokemonIds.PokemonUnset);
await ExecuteFarmingPokestopsAndPokemons(client);
}
catch
{
System.Console.WriteLine("Something gone wrong.. probably serverside... restarting..");
Execute();
}
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Contributor
Originally Posted by
Neer
Everytime you change coordinates press Build > Rebuild Solution then ctrl + f5
You don't have to set as startup everytime you "start a new hunt".
HAHA! ...omg... So I have been collecting Pokemon in whatever coords was set?? Too funny. Got a shit ton of mechanical Pokemon though! Thanks for clearing that up!
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Member
Originally Posted by
Snuppert
Well, because of yesterday's DDoS. It was so irritating to restart the application every time the connection failed. So I just did a simple try & catch, to reconnect.
Just overwrite the server response/settings/profile etc with the code below. Note, this is a temp quickfix but works fine for me. Other bugs without catches may still be there.
Code:
try
{
var serverResponse = await client.GetServer();
var profile = await client.GetProfile();
var settings = await client.GetSettings();
var mapObjects = await client.GetMapObjects();
var inventory = await client.GetInventory();
var pokemons = inventory.Payload[0].Bag.Items.Select(i => i.Item?.Pokemon).Where(p => p != null && p?.PokemonId != InventoryResponse.Types.PokemonProto.Types.PokemonIds.PokemonUnset);
await ExecuteFarmingPokestopsAndPokemons(client);
}
catch
{
System.Console.WriteLine("Something gone wrong.. probably serverside... restarting..");
Execute();
}
Snuppert, i see you check the inventory there.
Is there a way you know to check what pokeballs are available and choose from it?
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Originally Posted by
lkjfds1
wow dude, did you sleep well last night?
Haven't slept yet.
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