Collecting
The Collecting section of the Activities tab holds tasks that get you a specific item rather than levels. Some are one-off unlocks (ice gloves, Barrows gloves, ironman armour). Others take an amount and keep going until you own that many.
| Task | Members | What you get | Input |
|---|---|---|---|
| Get Ice Gloves | Yes | Ice gloves from the Ice Queen | None |
| Buy Barrows Gloves | Yes | Barrows gloves from the Culinaromancer’s Chest | None |
| Collect Food | Depends on the food | Shop-bought food | Food, Amount |
| Collect Item | Depends on the item | Herblore secondaries, planks, steel bars | Item, Amount |
| Enchant Jewellery | Yes | Rings of recoil, rings of dueling, games necklaces, amulets of strength | Jewellery, Amount to make |
| Kill NPC For Items | Depends on the monster | Herbs, dragon bones, Zamorak robes, limpwurt roots, rune scimitars | NPC, Item to farm, Combat style, Location, Amount to farm |
| Collect Ironman Armor | No | The ironman helm, platebody and platelegs | None |
| Kitten Feeder | Yes | Death runes from grown cats | Cats to sell |
Get Ice Gloves
Section titled “Get Ice Gloves”Kills the Ice Queen with fire spells until she drops a pair of ice gloves.
What you need: membership, 50 Mining and 13 Magic, and the standard spellbook. Until you have all of these, the task is passed over and shows what’s missing.
What it does:
- Picks a spell. It chooses the strongest fire spell your Magic level allows and your coins can supply for 100 casts, up to Fire Wave. At 95 Magic it uses Fire Surge if it can get the wrath runes. If it can’t afford any of them, it falls back to Fire Strike.
- Banks. It takes a staff of fire, the runes for 100 casts, the best mage armour you own for each slot and a pickaxe, then fills the rest of the inventory with food.
- Buys what’s missing. Runes, the staff or the pickaxe you don’t own are bought from shops, then it banks again to gear up.
- Fights the Ice Queen. In her lair it turns off auto-retaliate. Whenever another monster is attacking you, it walks back to its standing spot and waits there until the monster lets go. With 43 Prayer it turns on Protect from Melee. It sets the fire spell to autocast and attacks the queen.
- Loots the gloves. When they drop, it picks them up, eating a piece of food first if your inventory is full.
It eats when your health runs low. When it runs out of casts or food, it goes back to the bank and comes again. If you restart the script in the lair with food, a worn staff of fire, a pickaxe and some fire runes left, it carries on with what you have instead of banking.
Done when: you own ice gloves or smiths gloves (i), in the bank, worn or carried.
Buy Barrows Gloves
Section titled “Buy Barrows Gloves”Buys Barrows gloves from the Culinaromancer’s Chest in the Lumbridge Castle cellar.
What you need: membership, the whole of Recipe for Disaster, and 130,000 coins in your bank and inventory.
What it does: it takes up to 130,000 coins from the bank, opens the chest’s item store and buys the gloves.
What it spends: 130,000 coins. It always brings the full price, even if a diary discount would make the gloves cheaper.
If you own fewer than 130,000 coins, the task is passed over and shows how many coins you have. It doesn’t start a money maker for this, so earn the coins first (for example with a Money Making task earlier in the plan).
Done when: you own a pair of Barrows gloves, in the bank, worn or carried.
Collect Food
Section titled “Collect Food”Buys one kind of food from a shop.
Options:
- Food: Kebabs, Wines, Cakes, Potato with cheese, Swordfish, Lobsters or Karambwans.
- Amount: how many of that food you want to own.
| Food | Where it buys | Price | Needs |
|---|---|---|---|
| Kebabs | Karim’s kebab shop in Al Kharid | 1 coin | Nothing |
| Wines | The cheapest wine shop you can use: Fortunato’s stall in Draynor Village | 1 coin | Nothing |
| Cakes | The baker’s stall in the East Ardougne market | 50 coins | Membership |
| Potato with cheese | Lidio’s food shop in the Warriors’ Guild | 9 coins | Membership, and 130 combined Attack and Strength (or 99 in one) to enter the guild |
| Swordfish | The Shrimp and Parrot in Brimhaven | 104 coins | Membership |
| Lobsters | The Shrimp and Parrot in Brimhaven | 91 coins | Membership |
| Karambwans | The Shrimp and Parrot in Brimhaven | 325 coins | Membership |
What it does:
- Banks and takes all your coins.
- Buys the food. For kebabs it talks to Karim and accepts his offer. For the other foods it opens the shop and buys as many as fit in your free inventory slots, budgeting twice the listed price for each one.
- When the inventory is full, it banks the food and goes back for more.
If you have no coins, have less than twice the food’s price, or no shop you can use sells it, the task waits and shows the reason, for example “Can’t buy kebabs: …”. It doesn’t count as done. It tries again once you own more coins than when it stopped, or a shop that sells the food opens up to you. It doesn’t start a money maker for food.
Collect Item
Section titled “Collect Item”Collects one item for later use, such as Herblore secondaries, planks or steel bars. You can add it several times, once per item.
Options:
- Item: the item to collect (see the table).
- Amount: how many you want to own. Items already in your bank, inventory or worn equipment count.
| Item | How the script gets it | Needs |
|---|---|---|
| Mort myre fungus | Casts Bloom on the logs in Mort Myre Swamp and picks the fungus, the way Nature Spirit does (see below) | Membership, Nature Spirit, a silver sickle (b), 6 Prayer |
| Oak plank | Sawmill: oak logs plus 250 coins a plank | Membership |
| Teak plank | Sawmill: teak logs plus 500 coins a plank | Membership |
| Mahogany plank | Sawmill: mahogany logs plus 1,500 coins a plank | Membership, mahogany logs in the bank |
| Plank | Picks up the free plank spawns at the Barbarian Outpost and Port Khazard first, hopping worlds when they’re gone; otherwise the sawmill, at 100 coins a plank | Membership |
| Red spider eggs | The Herblore task’s egg trips: the Edgeville Dungeon spawns on the Wilderness side, or for a hardcore ironman the Pandemonium Cave or the Karamja dungeon (with the boat fare) | Food in the bank |
| Snape grass | Picks up its ground spawn near the Crafting Guild, hopping worlds when it’s gone | Nothing |
| Steel bar | Smelts one iron ore and two coal at the Edgeville furnace | 30 Smithing |
| Superantipoison(4) | Picks up the one-dose superantipoison spawns by the Observatory, hopping worlds when they’re gone, and pours them together into full potions. No Herblore needed. | Membership |
Mort myre fungus. Each trip takes your silver sickle (b) and up to 3 food; the ghasts in the swamp rot the food instead of hitting you. It casts Bloom with the sickle at the logs and picks the fungus. When your prayer points drop below 6, it prays at the Paterdomus altar. It banks when the inventory is full, or when it’s hurt with no food left and there’s more in the bank.
Planks. The script uses one sawmill, picked by your account: the one at Auburnvale once you’ve finished Children of the Sun, otherwise the Woodcutting Guild’s at 60 Woodcutting, otherwise the one in the Varrock Lumber Yard. Logs in your bank are used first. If you’re short, oak and teak logs are chopped by the Woodcutting tasks, as long as you have the level and can reach a tree. Mahogany logs only come from your bank. The task only starts when your coins cover the fee for every missing plank. If they don’t, it reports a coin shortage: the script earns the coins with a money maker, or the entry waits until you own them (see Money).
Steel bars. Ore in your bank is used first. Any shortfall is mined: iron ore needs 15 Mining and coal needs 30 Mining. Below 30 Mining, a members account can buy the coal from an ore shop instead, such as Ordan’s at the Blast Furnace.
What it does:
- Banks. It deposits your whole inventory and takes out any coins the item needs. If you don’t own enough coins for that, it reports a coin shortage (see Running short of coins).
- Collects the item from its source, banking whenever the inventory fills up.
The ground spawns are collected with an empty inventory: the task doesn’t take food or gear out for them. Mort myre fungus and red spider eggs take food, as described above.
Done when: you own the amount. The count is checked again each time the entry comes up, so if you use some of the items later, it collects more.
Waiting: if the item has no source the script can use on your account yet (for example a members-only item on a free account, or Mort myre fungus without Nature Spirit), the entry waits and shows the reason. It doesn’t count as done, and it checks again every 30 seconds, so it starts as soon as a source opens up.
Enchant Jewellery
Section titled “Enchant Jewellery”Makes enchanted jewellery from scratch: it gets the gold bars, gems, mould and runes, crafts the gold piece at the Edgeville furnace, then casts the enchant spell on it. Add it once for each kind of jewellery you want.
Requirements shown in the GUI: membership; at least 7 Magic and 20 Crafting (more for some pieces, see the table); and either gold bars in your bank or 40 Mining and 40 Smithing. You also need to be on the standard spellbook.
Options
Section titled “Options”| Jewellery | Magic | Crafting | Crafted from | Spell and runes per piece |
|---|---|---|---|---|
| Ring of recoil | 7 | 20 | Gold bar, sapphire, ring mould | Lvl-1 Enchant: 1 cosmic, 1 water |
| Ring of dueling | 27 | 27 | Gold bar, emerald, ring mould | Lvl-2 Enchant: 1 cosmic, 3 air |
| Games necklace | 7 | 22 | Gold bar, sapphire, necklace mould | Lvl-1 Enchant: 1 cosmic, 1 water |
| Amulet of strength | 49 | 50 | Gold bar, ruby, amulet mould, then strung with a ball of wool | Lvl-3 Enchant: 1 cosmic, 5 fire |
- Jewellery: the piece to make.
- Amount to make: how many to make on top of what you already own. The first time the task reads your bank it counts the pieces you have (bank and inventory, noted ones too) and adds this number to get its target. If you own 3 rings of recoil and ask for 10, it stops at 13.
How it works
Section titled “How it works”- It reads your bank and sets the target.
- It gathers what each batch needs. Anything already in your bank is used first. The rest comes from:
- Gold bars: with 33 Magic and a law rune and an air rune (or an air staff) already owned, it prefers casting Telekinetic Grab on the gold bar in the Varrock West Bank basement vault. There is one bar per world, so it hops worlds when the bar is gone. It never buys runes for this. Otherwise it smelts gold ore at the Edgeville furnace (40 Smithing), mining the ore at the Al Kharid mine (40 Mining) unless you already have ore.
- Gems: bought cut from the nearest gem shop you have unlocked: the Ardougne market gem stall, the Kourend Castle gem stall, Toci’s gem store in Aldarin (after Children of the Sun) or Conara in Cam Torum. A sapphire costs 250 coins, an emerald 500 and a ruby 1,000 (half as much again at the Ardougne stall).
- Moulds: bought for 5 coins from Rommik’s Crafty Supplies in Rimmington, or from Artima in Aldarin. The mould is not used up, so you only buy one.
- Ball of wool (amulet of strength only): bought from a shop that stocks it.
- Runes: bought from a rune shop. An elemental staff you own covers its element instead: it wields the staff and doesn’t buy those runes. See Item Buying for the rune shops the script knows.
- To fit bigger batches it banks anything in your pack the recipe doesn’t use, keeping coins and rune pouches.
- It uses a gold bar on the Edgeville furnace and makes the whole batch of rings, necklaces or amulets. For amulets of strength it then strings each ruby amulet with a ball of wool.
- It closes the bank and casts the enchant spell. One cast carries on through every piece in your pack.
- It repeats until you own the target number.
Coins for gems, moulds and runes are taken from your bank as needed.
When it’s done
Section titled “When it’s done”The task is done when you own the target number. Progress and completion are remembered for each account, so a restart carries on toward the same target and a finished task never makes another batch. If you edit the amount, the task starts over from what you own at that point.
It waits, and shows as blocked with the reason (not as done or skipped), when:
- the piece is a members item and you aren’t a member;
- your Magic or Crafting is below the level in the table, or you aren’t on the standard spellbook;
- something it needs has no source you can use, for example no gold bars and too little Mining or Smithing.
It starts again on its own as soon as the reason goes away, for example once another task in your plan trains the level. If it runs short of coins for supplies, it reports a coin shortage: the script earns the coins with a money maker, or the task waits until you own them (see Running short of coins). If nothing else in your plan can run, the script ends with the reason.
Kill NPC For Items
Section titled “Kill NPC For Items”Kill NPC For Items fights one kind of monster until you own the amount you asked for of one drop: grimy herbs from chaos druids, dragon bones from blue dragons, Zamorak robes from monks, limpwurt roots from hill giants or rune scimitars from Zamorak warriors. You can add it more than once, for example one entry per herb.
Settings
Section titled “Settings”- NPC: the monster to kill. Picking one resets the other fields to that monster’s defaults.
- Item to farm: the drop you want. Only chaos druids and chaos druid warriors offer a choice (any of 12 herbs). The other monsters have one item each.
- Combat style: what the script fights with. The options depend on the monster (see the table below). Attack, Strength and Defence fight with melee on the Accurate, Aggressive or Defensive style, so they also choose which melee skill gets the experience. With Pure mode on, Attack and Defence fight on Aggressive instead, so Strength gets the experience.
- Location: where to fight, when the monster has more than one spot. Every spot is listed even if your account can’t use it yet; the task waits until it can. Random picks one usable spot for your account and keeps that pick from run to run. It never picks a Wilderness spot.
- Amount to farm: how many of the item you want to own. Items already in your bank, inventory or worn equipment count.
- Loot blue dragonhide (blue dragons only, on by default): also picks up blue dragonhide.
- Telegrab loot (blue dragons only): casts Telekinetic Grab on drops instead of walking to them.
- Allow Wilderness mage rune shop (shown when Telegrab loot is ticked): lets the task buy runes from Lundail’s shop at the Mage Arena.
| NPC | Item to farm | Combat style | Location |
|---|---|---|---|
| Hill Giants | Limpwurt root | Attack, Strength (default), Defence | Random, Hill giants (2442, 3209), Hill giants (2369, 3403), Hill giants (3375, 3150), Hill giants (1444, 3613) |
| Blue Dragons | Dragon bones | Mage, Range (default) | Random, Dragon Nest (Tal Teklan), Heroes’ Guild Dungeon |
| Monk of Zamorak | Zamorak robe set | Attack, Strength (default), Defence | Random, Chaos Temple |
| Zamorak Warriors | Rune scimitar | Mage (default), Range | No choice |
| Chaos Druids | Any of 12 grimy herbs, Guam leaf to Torstol | Attack, Strength (default), Defence, Range | Random, Taverley Dungeon, Chaos Druid Tower, Yanille Agility Dungeon, Slepe Church Roof, Edgeville Dungeon (Wilderness) |
| Chaos Druid Warriors | Any of 12 grimy herbs, Guam leaf to Torstol | Attack, Strength (default), Defence, Range | Random, Slepe Church Roof, Yanille Agility Dungeon |
How every trip works
Section titled “How every trip works”- Gear: the task wears the best gear you own or can buy for the chosen style and buys missing pieces from shops when you can afford them. Ranged ammo never goes above your Max ranged ammo tier preference, and spells never use a rune above your Max magic combat rune preference. See Gear and loadouts and Preferences.
- Food: each trip takes your best food from the bank. The first trip takes the task’s full amount (listed under each monster below). Over the next few trips it learns how much a trip really eats and takes that plus two spare, never more than the full amount. If you have no food at all in the bank or inventory, most of these tasks wait instead of starting. See Food and safety.
- Banking: the task banks when your inventory is full, or when you run out of food, ammo or runes. When the inventory fills up while loot is still on the ground, it eats food to make room first.
- Teleports: a spot with a teleport listed below gets that teleport taken from the bank, but only if you have the runes or tablet for it.
- When it’s done: the task finishes once you own the amount. The script then remembers that this entry is finished for this account, so it won’t restart if you later use, sell or drop the items. Editing the entry or adding it again sets a new goal.
Chaos Druids and Chaos Druid Warriors
Section titled “Chaos Druids and Chaos Druid Warriors”The task kills druids until you own the amount of the chosen grimy herb. Cleaned herbs don’t count. It loots everything worth keeping, not only your herb:
- every grimy herb
- limpwurt roots, white berries and snape grass
- nature, law, chaos and death runes
- unicorn horn dust, vials of water, limpwurt seeds, coins and ensouled chaos druid heads
- gem drops
- bronze to rune arrows
| Location | Druids | What your account needs | Teleport taken |
|---|---|---|---|
| Taverley Dungeon | Chaos druids | Membership | Falador |
| Chaos Druid Tower | Chaos druids | Membership, 46 Thieving (the door is picked without a lockpick) | Ardougne |
| Yanille Agility Dungeon | Chaos druids | Membership, 57 Agility for the monkeybars, or 82 Thieving and a lockpick for the south door | Yanille |
| Yanille Agility Dungeon | Chaos druid warriors | Membership, 40 Agility for the ledge | Yanille |
| Slepe Church Roof | Both kinds | Membership, Priest in Peril | None |
| Edgeville Dungeon (Wilderness) | Chaos druids | Membership, not a hardcore ironman | None |
- Yanille Agility Dungeon: chaos druids go in by the south door with just a lockpick when you have 82 Thieving and own a lockpick or can buy one. Otherwise, and always for the warriors, the task goes in by the north entrance. It carries a knife for the web there and a super antipoison, because a failed ledge or monkeybars drops you among poisonous spiders. If you own no super antipoison, it gets one before heading in. It drinks the antipoison when you are poisoned. The knife or lockpick is bought if you don’t have one.
- Both kinds at once: at Slepe Church Roof and Yanille, the task fights whichever druid type is in reach, not just the one you picked.
- Busy spots: when another player is fighting the druids at your spot, the task hops to another world.
- Range: needs a ranged weapon and at least 50 ammo that you own or can afford. If you can’t afford them, the task waits. It picks your ammo back up from the ground, from piles of 5 or more.
- Food: up to 12 pieces a trip below 40 Defence, up to 8 at 40 Defence or more.
Blue Dragons
Section titled “Blue Dragons”The task kills blue dragons until you own the amount of dragon bones, picks up the last of the loot and leaves the cave. It needs membership. Heroes’ Guild Dungeon also needs Heroes’ Quest. From Dragon Nest (Tal Teklan) it walks to the bank at Tal Teklan. A saved task with the old location name, Corsair Cove Dungeon, loads as Dragon Nest (Tal Teklan).
Fighting. The task stands on a safe spot and only attacks dragons it can hit from there. Range uses the Rapid style. Mage casts the best water spell your runes and preferences allow. When a dragon is next to you, you have 37 Prayer and you aren’t wearing an anti-dragon shield, it turns on Protect from Magic.
Anti-dragon shield. The task wears a dragonfire ward, dragonfire shield or anti-dragon shield if you have one. If you have none, it gets an anti-dragon shield first:
- If Dragon Slayer I isn’t started and you have 32 quest points, it starts the quest with the Guildmaster at the Champions’ Guild.
- It talks to Oziach in Edgeville, then asks the Guildmaster about the quest.
- It claims the anti-dragon shield from Duke Horacio in Lumbridge Castle.
If it can’t get a shield, it fights without one.
Range. You need a weapon and at least 100 ammo that you own or can afford. While you wear a shield, the task only uses crossbows: Zaryte, Dragon, Hunters’ sunlight, Rune, Dorgeshuun or a plain crossbow.
Mage. With at least 100 casts’ worth of runes, the task uses what you have. With fewer, it buys up to 1,000 casts’ worth and needs coins for at least 50. Runes come from Teicuh’s rune shop in Tal Teklan if you have finished Children of the Sun, otherwise from the cheapest rune shop you can use. Elemental runes are topped up to at least 2,000. Unopened rune packs in your bank count as runes: the task takes them along and opens them. If you run short of coins and Earn coins when a task runs short is on, the fallback money maker earns enough for a full 1,000 casts (see Running short of coins).
Telegrab loot. This needs 33 Magic. The task carries law runes, plus air runes unless you wield an air staff or a staff that counts as one. It needs at least 10 of each, owned or affordable, and buys up to 1,000. If it can’t, the task waits. Lundail’s Mage Arena shop is only used when Allow Wilderness mage rune shop is ticked. For that trip, the task leaves your worn equipment in the bank and takes a knife, axe, pickaxe or scimitar plus up to 8 food.
Loot. The task picks up:
- dragon bones and, unless you untick Loot blue dragonhide, blue dragonhide
- nature and law runes, adamantite ore and ensouled dragon heads
- scaly blue dragonhide, brimstone keys, frozen tears, hard clue scrolls and the tooth half of the key
- mithril axes, adamant full helms and rune daggers
- every grimy herb and gem drops
While loot is on the ground and Telegrab loot is off, it eats whenever you drop below 60% Hitpoints.
Food: up to 12 pieces a trip.
Monk of Zamorak
Section titled “Monk of Zamorak”The task kills Monks of Zamorak at the Chaos Temple until you own the amount of Zamorak robe sets. A set is one Zamorak robe top and one bottom, so 5 tops and 3 bottoms count as 3 sets. It picks up both robe pieces and nothing else. When the inventory is full, it eats or drops food to make room for a robe. With no food left, it banks.
It fights with melee on the Combat style you pick, Attack, Strength or Defence, so that skill gets the experience; the task card shows the style. A trip can fill every free slot with food, but it learns to take less. It doesn’t need membership.
Hill Giants
Section titled “Hill Giants”The task kills hill giants at the chosen site until you own the amount of limpwurt roots. It picks up limpwurt roots and nothing else.
It fights with melee on your chosen style. It switches to Range instead when you have 40 Ranged, your Attack or Strength is below 30, and you own or can afford a ranged weapon and at least 50 ammo (mithril tier at most). It takes up to 8 food a trip and banks when the inventory is full or the food runs out.
Zamorak Warriors
Section titled “Zamorak Warriors”The task farms rune scimitars from Zamorak warriors, fighting from a fixed safe spot. Rune scimitars you already own count, including one you wield.
- Mage: uses the best combat spell you can supply, aiming for 500 casts with at least 50. It only buys runes for a stronger spell when it can afford all 500 casts. Otherwise it uses a cheaper spell. A spell you already have 50 or more casts of stays in use. It keeps 100 coins back when shopping.
- Range: Rapid style, a weapon and at least 50 ammo, and it picks your ammo back up from the ground.
- Loot: rune scimitars first, then rune daggers and coins while a slot stays free for the next scimitar.
- Food: up to 12 pieces a trip.
Collect Ironman Armor
Section titled “Collect Ironman Armor”Claims the free ironman armour from the ironman tutor in Lumbridge. It works on free-to-play accounts and has no options.
What it does:
- Banks your inventory to make room. It needs 3 free slots.
- Walks to the ironman tutor in Lumbridge and uses the Armour option to claim the pieces.
Done when: you own an ironman helm, platebody and platelegs, in the bank, worn or carried. Any ironman variant counts, such as the hardcore or group ironman versions. On a normal (non-ironman) account the task doesn’t count as done: it waits with “Ironman armour is only given to ironman accounts.”
Kitten Feeder
Section titled “Kitten Feeder”Raises kittens into cats and sells them for death runes. A kitten only grows while it follows you, which takes about three hours, so this task mostly runs alongside your other tasks: the kitten follows you while they run, the script feeds it and keeps it happy, and the Kitten Feeder only steps in for short errands.
Requirements: membership, Gertrude’s Cat, and Plague City (the people who buy cats live in West Ardougne).
Cats to sell: how many grown cats to sell before the task is done.
Getting a kitten
Section titled “Getting a kitten”When you don’t own a kitten or a grown cat, it banks for coins (and a Varrock teleport if you have one) and buys a kitten from Gertrude at her house west of Varrock for 100 coins. Gertrude only sells one kitten at a time. If she says you’re still raising one, the script waits 30 minutes before asking her again.
If you have fewer than 100 coins when a kitten is needed, the task reports a coin shortage. See Money for what the script does then.
On any errand, if you own no kitten food it buys 10 raw sardines, and if you own no ball of wool it buys one when a shop has it.
Caring for the kitten
Section titled “Caring for the kitten”Care runs whichever task is active. The script:
- Drops a carried kitten so it follows you and grows (it retries at most once a minute if a place won’t let it).
- Feeds it before it gets hungry (every 18 minutes) or straight away when the game says it’s hungry. It uses the first kitten food you carry, in this order: raw karambwanji, raw sardine, shrimps, anchovies, herring, mackerel, trout, cod, pike, salmon, tuna, then a bucket of milk.
- Keeps it company: it uses a ball of wool on the kitten every 40 minutes, or strokes it every 14 minutes if you carry no wool. If the kitten still wants attention soon after the wool, the script switches to stroking for the rest of the run. It never picks “Shoo away”.
- Calls it over with the Call follower button in the equipment tab when the kitten is behind a wall or door.
- Waits out fights, dialogue and busy moments such as Wintertodt, Tithe Farm or low health, unless the game has already said the kitten is hungry or wants attention.
Some places turn followers away, such as the Fishing Trawler, agility courses, Pest Control or Construction building mode. When that happens during a task, the kitten stays in your pack for as long as that task runs, and errands wait until a task that allows it comes up.
Bank trips
Section titled “Bank trips”While you’re raising a kitten, every bank trip your other tasks make also takes the kitten’s food (3 fish, or 25 raw karambwanji) and a ball of wool, plus the kitten itself if it’s in your pack. These only go in if there is room after the task’s own items.
Errands
Section titled “Errands”The Kitten Feeder cuts in ahead of your other tasks when it has an errand, starting each one with a bank trip:
- Checking the bank at the start.
- Selling the grown cat (see below).
- Buying a kitten from Gertrude.
- Fetching the kitten from your bank, if one is banked.
- Fetching kitten food when the kitten is due a meal within 4 minutes and you carry none.
If nothing else in your plan can run, it waits by a bank while the kitten grows. Care and errands carry on during the wait.
Selling cats
Section titled “Selling cats”Once the kitten has grown, the script picks up the cat (banking first if your pack is full) and takes it to West Ardougne, with an Ardougne teleport from your bank if you have one. It uses the cat on a civilian in the street north of their houses. Each cat sells for 100 death runes, or 200 once you have completed the Ardougne Diary - Easy. A grown cat already in your bank is taken out and sold the same way.
When it’s done
Section titled “When it’s done”The task is done when it has sold the number of cats you set. Sales are counted for this task only and are remembered for each account across restarts. If it can’t get a kitten or kitten food, it stops and says what it couldn’t get.