;slootbeta sort of works with it. Will be better when Naijin updates it to give the worker your boxes before getting those returned.
Is sloot updated yet? I'm still only seeing the locksmith option.
The only rude person I met was a taxi driver in kagoshima. I was going from the train station to the ferry to take it over to an island and was showing him my papers and he was like "oh, climb mountain?" and I'm like "hai, yep!" and he made a muscle pose(bent arm, whatever you call it) laughed, and rubbed my belly.. like "oh, no, you fat american fuck, you no get up there", but whatever - Japhrimel
TGO I am getting weird happenings with my rogue and tpick. I have two problems which I feel certain have something to do with my setup but I have looked at it like a dozen times and cannot see an issue. 1. it is never calibrating calipers, so I broke several picks until I caught it and manually calibrated and 2. it is getting broken picks out of my pack instead of out of my coat, it will then put the broken one in my pack and move up a pick and get that one and if that one is broken, it will get that one first too and continue up the line.
I can:
{"copper"=>"crystal-inset red copper lockpick", "steel"=>"straightened steel spring", "gold"=>"garnet-inset rose gold lockpick", "silver"=>"enruned silver wire lockpick", "mithril"=>"ruby-edged dark mithril lockpick", "ora"=>"cerulean-hued wavy glaes lockpick", "glaes"=>"cerulean-hued wavy glaes lockpick", "laje"=>"sapphire brushed rolaren lockpick", "vultite"=>"sapphire brushed rolaren lockpick", "rolaren"=>"sapphire brushed rolaren lockpick", "veniom"=>"red-flecked black invar lockpick", "invar"=>"red-flecked black invar lockpick", "alum"=>"golvern lockpick", "golvern"=>"golvern lockpick", "kelyn"=>"suede-wrapped vaalin lockpick", "vaalin"=>"suede-wrapped vaalin lockpick", "lockpick_container"=>"blue wool longcoat", "broken_lockpick_container"=>"bleached white pack", "wedge_container"=>"blue wool longcoat", "calipers_container"=>"distressed russet leather toolkit", "scale_weapon_container"=>"matte black leather knee-boots", "locksmiths_container"=>"distressed russet leather toolkit", "gem_container"=>"bleached white pack", "gnomish_bracer"=>"nil", "bashing_weapon"=>"nil", "scale_trap_weapon"=>"detailed scrimshaw dagger", "trap_roll"=>"-10", "lock_roll"=>"40", "vaalin_lock_roll"=>"70", "trick"=>"flip", "log"=>"yes", "trash_boxes"=>"yes", "calibrate"=>"yes", "calibratecount"=>"30", "auto_bundle_vials"=>"yes", "auto_repair_bent_lockpicks"=>"yes", "number_of_times_to_check_for_traps"=>"1", "always_use_205"=>"", "always_use_402"=>"yes", "always_use_403"=>"yes", "always_use_404"=>"yes", "always_use_407"=>"no", "always_use_506"=>"", "always_use_613"=>"", "always_use_1006"=>"", "use_vaalin_when_fried"=>"yes", "rest_percent"=>"100", "pick_percent"=>"50", "ready"=>"nil", "cant_open_box"=>"nil", "always_use_704"=>"no", "number_of_416_casts"=>"", "only_disarm_safe"=>"", "auto_deposit_silvers"=>"yes", "scarab_found"=>"dropping a bug, no touchy or you croaky", "scarab_safe"=>"bug safe"}
Is it not even calibrating your calipers when you start the script? Or do you just mean after the initial calibrate when starting the script it no longer calibrates after that?
As far as the broken lockpick part, you're saying the script figures it needs for example a steel lockpick so it goes to grab your broken steel lockpick, realizes it's broken, puts it away, then grabs the next lockpick up and if it's broken too just keeps doing that?
If so that's how the script is currently written but later tonight I'll make it so the script stops trying to use a particular lockpick if it's broken (like for example your steel lockpick) until the script is restarted again in case you have repaired it between ;tpick start up thingies.
I uploaded a new version that should no longer try and use a lockpick that is broken until the script is restarted.