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Dev Blog [1]

· 4 min read
doga

Hello community,

As some of you have noticed from our last informational post, ⁠announcements, and the name change from RSPeer to Inubot - a lot has changed recently. This blog should clear things up for you all while allowing us to discuss what you can expect along with plans for the near future.

First and foremost, Inubot is a complete 100% rewrite from its predecessor. We’ve spent all this time thinking of and implementing new ideas to improve your botting experience from each and every angle. From resources being lower to the UI being cleaner, the API being more powerful and overall bot function performance and efficiency improvements. Nothing special so far, but moving on - we’ve gone several steps deeper and focused on the core issue that the botting scene has experienced for the last half a dozen years; which is ban rates.

Humans all play the game differently. Every activity is accommodated with different behaviour. A player training agility will not produce the same data that they would when training woodcutting. As RSPeer previously had, we have reworked the mouse system which worked under the hood into a new one which uses your recorded data accompanied with context dependent modulation in order to generate optimal data for each botting session and activity. The downside of this is that you will be required to record some data - not a lot is required, it can be as little as a few minutes worth!

We have also put a limited slot access system in place to cap the amount of users so our overall footprint remains low. However, this slot access will be expanded way further than just the OSRS bot. Going forward into the future we plan on capitalizing on other games and this slot access is a requirement to access the store, so is needed to access those products.

Internal changes

  • The entire injection system has been optimized, resulting in faster processing of the gamepack and lower resource usage. Alongside this we have been working on optimizing our updating service in preparation to allow for near 24/7 uptime, even throughout game updates.
  • The scripting engine now supports a model synchronized with the game tick, this generally makes scripts smoother and overall more robust, along with offering the ability to easily implement features such as tick manipulation and prayer flicking.
  • UIs and paints are much easier to implement in Inubot. A few simple annotations bound to fields and methods, and you’ll end up with a fine result! This of course comes with saving ui configs and autofilling them.
  • The event dispatcher has been reworked to better support multicasting and is now based around a @Subscribe annotation rather than the old listener approach.
  • The vars api has been reworked to support other variable types such as Varcs.`
  • Core API is entirely query based
  • Inventories are abstracted and now support overridden implementations, such as the backpack interface being overridden by the bank interface.
  • New and improved global pathfinding and traversal
  • Action to string and string to action is more accurate and adheres to game standards
  • Production now supports the crafting interface in addition to the standard Make-X interfaces

Future plans

As previously mentioned, we would like to expand our platform and the best way to do this is to grow both, horizontally and vertically. Once we have the OSRS bot at a state that we are happy with, including a nice collection of scripts we will have new specialist developers continue work on the project, while we branch out to other games. We haven’t decided too much on this as it is not something to expect imminently, so we’re open to suggestions on what games you’d like to see us work with.