Building a plan
Your plan is the Task list on the Setup screen. You add skills, quests and activities from the Browse side, set a goal and method for each, and put them in the order you want. This page covers each step and explains how the script decides what to run.
Adding a skill
Section titled “Adding a skill”Pick a skill on the Skills tab. The editor drawer opens with:
- Level range: From and To. From starts at your current level (for Combat, the level of the style you pick). To is the level the task stops at, and must be above From.
- Method: how to train, for example Chop & Drop or Chop & Bank for Woodcutting. The editor remembers the last method you picked for each skill while the window is open.
- Location, and any extra options the method has, such as which fish to catch, which logs to burn or which rewards to buy. Each skill’s page explains its methods and options, for example Agility or Fishing.
Press Add. You can add the same skill more than once, for example Woodcutting 1 → 30 with Chop & Drop, then 30 → 60 with Chop & Bank.
A few methods use an amount instead of a level, such as collecting a number of fish. The editor shows the right field for the method you choose.
Any (per account)
Section titled “Any (per account)”Agility, Crafting, Firemaking, Fishing, Fletching, Mining, Runecrafting, Thieving and Woodcutting offer an extra method, Any (per account). Instead of one method, each account follows its own route between your levels, with its own methods and switch levels, the same every run. For example, Thieving goes Men, Cakes, Fruit Stalls, then Wealthy Citizens from somewhere between 50 and 58, once Children of the Sun is done or in your plan (without it, it stays on Fruit Stalls). The editor shows a one-line summary of the route.
Location lists can also offer Any (per account), which lets each account settle on its own spot. Both are explained in Account seeds.
Adding a quest
Section titled “Adding a quest”Pick a quest on the Quests tab. The drawer shows:
- Its requirements, each ticked or crossed against your account.
- Its rewards.
- A red warning on dangerous quests, for example ones with tough boss fights.
- For some quests, a choice:
- The skill for a reward lamp or experience reward, on X Marks The Spot, Client of Kourend, The Ides of Milk, Shadow of the Storm, The Tourist Trap, One Small Favour, The Fremennik Isles, King’s Ransom, Legends’ Quest and RFD - Defeating The Culinaromancer. Default leaves it to the script. See Lamps and rewards.
- Daero’s training on Monkey Madness I.
- God book on Horror from the Deep.
- Getting iron bars from the Wilderness on The Knight’s Sword, Animal Magnetism and Death Plateau.
Press Add. A quest can only be in the list once; after you add it, it leaves the browse list. You can add a quest you haven’t got the requirements for yet. It waits until you have them (see Requirements). More detail is on the Quests pages.
Adding an activity
Section titled “Adding an activity”Pick an activity on the Activities tab. Depending on the activity, the drawer asks for:
- How many?: an amount, such as runes to buy or items to collect.
- Target level: a level to reach.
- Method: a choice of item, NPC, reward and so on.
- Nothing at all, for activities that simply run to the end.
Some activities also ask for a Lamp skill (and a Fallback lamp skill when the lamp needs a level you may not have yet). Each activity is described under Minigames, Money making, Diaries, Collecting and Item buying.
Goals: when a task is done
Section titled “Goals: when a task is done”| Task | Done when |
|---|---|
| Skill | The skill reaches the To level (or the amount, for amount-based methods). If you already have that level, the task counts as done straight away. Some methods also finish when they run out of supplies, for example Cooking with no raw food left or Prayer with no bones left. |
| Quest | The quest is complete. |
| Activity | It reaches its amount, level or reward, such as a claimed diary reward or a full outfit owned. Each activity’s page says exactly when. An activity that can’t run yet waits and shows why; it never counts as done just because it can’t run. |
How the script picks the next task
Section titled “How the script picks the next task”Normally the script runs the first task in your list that can run right now. The list order is your priority order.
- Tasks that can’t run yet wait. A quest whose requirements you don’t meet, or a method you don’t have the level for, is passed over. As soon as it can run, it goes ahead of everything below it.
- Quests are finished once started. After a quest begins, the script stays on it until it’s done, rather than switching away halfway.
- Minigame rounds are played out. The script doesn’t switch tasks inside Wintertodt, Tempoross, Fishing Trawler, a Guardians of the Rift game, the Rogues’ Den, a thieving house, your player-owned house or an instance.
- Starting inside a quest area. If you start the script inside an area that only a quest in progress can lead you out of, that quest runs first.
- Banking between tasks. When the script switches tasks, it usually banks what it’s carrying before the next task sets up. See Banking and supplies.
- A short pause after each task. By default the script waits about 10 seconds after finishing a task before starting the next. Change this in Preferences.
Two Preferences change the order:
- Task Rotation switches between tasks every so many minutes, instead of finishing one before the next. It rotates between different kinds of work (a skill, quests, a type of activity) and won’t leave a quest in progress or a minigame round. Some tasks, such as diaries, are never rotated away from.
- Randomize task order per account replaces your order with one unique to each account, with requirements placed first. See Account seeds.
Editing the list
Section titled “Editing the list”Use the controls on each card (see Setting up):
- Reorder by dragging the six-dot handle, or with Move up and Move down. Dragging doesn’t work while the search box is filtering the list.
- Edit a task to change its levels, method or options. Saving replaces the card in place.
- Duplicate a task to make a copy right below it, then edit the copy. This is handy for splitting a skill into stages.
- Delete a task, or Clear all to empty the list. Clear all doesn’t ask first.
Requirements
Section titled “Requirements”Add Missing Reqs
Section titled “Add Missing Reqs”The Add Missing Reqs button above the task list checks every task in your list and works out what it needs that the plan doesn’t already give you: the requirements of its quests and activities, the quest a skill method needs, and the levels below a skill task’s From level. It shows the list in a dialog. Add tasks puts them at the top of your list, in front of everything else; Cancel adds nothing.
What it adds:
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Quests that are required and not yet complete, including the requirements of those quests in turn. It finds the quest however a requirement spells it, for example “The Restless Ghost”, “Waterfall Quest” or “Fairytale I”.
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The quest a method needs, ahead of the skill task that uses it: Druidic Ritual for Herblore, Temple of the Eye for GOTR, Children of the Sun for Wealthy Citizens and Blessed Bone Shards, The Restless Ghost and Priest in Peril for Ectofuntus, the Vale Totems miniquest for Vale Totems, and Daddy’s Home for Mahogany Homes.
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Skill levels in every skill except Slayer, from your current level (or the level a task in your list already reaches) up to the level needed. It uses fixed methods, and adds the quest each one needs first:
Skill Methods it adds Agility Auto-progress, with Use Wyrm on Attack, Strength Combat with that style, after Waterfall Defence, Ranged Combat with Defence or Range Hitpoints Combat on Strength, far enough for Hitpoints to reach the level Construction Mahogany Homes, after Daddy’s Home Cooking Auto-progress Crafting Glass blowing Farming Bagged Plants to 34, then Tithe Farm Firemaking Chop & Burn to 50, then Mass Wintertodt Fishing Auto Fletching Fletch & Drop Herblore Auto, after Druidic Ritual Hunter Auto Magic Arceuus Library Mining Auto progress Prayer Blessed Bone Shards, after Children of the Sun. It trains with the bones in your bank. Runecrafting Arceuus Library to 10, then GOTR after Temple of the Eye Smithing Smelt + Smith, which uses the ore in your bank and waits while there is none Thieving Men to 5, Cakes to 25, Fruit Stalls to 50, then Wealthy Citizens after Children of the Sun Woodcutting Chop & Drop
It counts the experience that quests reward, so it doesn’t add training for levels a quest in the plan already covers (Druidic Ritual’s Herblore, or Waterfall’s Attack and Strength). Training Attack, Strength, Defence or Ranged also counts toward Hitpoints. When a requirement has alternatives, such as “Iron bar: Children of the Sun OR 15 Mining + 15 Smithing”, it adds nothing if one of them is already met, and otherwise plans the first one it can add tasks for.
What it doesn’t add: Slayer levels, quest points, Kudos, membership, items, and requirements it can’t read as a quest or a level. Check the ticks in each quest’s editor for anything left over, and add those tasks yourself.
Planned level checks
Section titled “Planned level checks”When you’re logged in, the task list checks each unfinished quest against your plan. It starts from your current levels, raises them as it passes each skill task’s To level, and adds the experience earlier quests reward. If a quest still needs a level the plan hasn’t reached by that point, its card shows a yellow warning, for example:
Needs 31 Herblore, but the plan only reaches 3 by here.
Fix it by moving a skill task above the quest, raising a To level, or adding a new skill task. The warning is only advice. At run time each quest checks its own requirements and waits until it can start.
Order and waiting
Section titled “Order and waiting”Your Setup order is used as it is, so put requirements before the tasks that need them. If you don’t, nothing breaks: the task that needs them waits, and the script works on other tasks until the requirement is met. With Randomize task order per account turned on, or with a preset, requirements are moved in front of the tasks that need them automatically.
A few skill methods need a quest that the task doesn’t do itself. Herblore needs Druidic Ritual, GOTR needs Temple of the Eye, Blessed Bone Shards and Wealthy Citizens need Children of the Sun, Ectofuntus needs The Restless Ghost and Priest in Peril, and Vale Totems needs the Vale Totems miniquest. Put those quests in your plan or finish them first; Add Missing Reqs adds them for you.
Your own list or a preset
Section titled “Your own list or a preset”Everything above builds your own task list. Alternatively, a preset builds the list for you, differently for each account. While a preset is active, Start runs the preset and ignores your Setup list; your list is kept for when you stop using the preset.
Changing the plan during a run
Section titled “Changing the plan during a run”Use Edit plan & settings in the side panel to reopen the window while the script keeps running. Change the list or Preferences and press Start. The new plan takes over at the next safe moment, and tasks already completed or skipped stay that way. See Setting up.
When the plan is finished
Section titled “When the plan is finished”- Everything done. The script uses any reward lamps it’s holding from diaries, then stops with All tasks completed. If you set up a Discord webhook, you get a “Script ended” message with that reason.
- Tasks left, but none can run. If the only thing left is waiting for the next herb run, the script logs out and logs back in when the herbs are ready. Otherwise it stops and gives the reason from the first task that’s blocked, for example Requires membership. Activities that can’t run yet, such as a diary you don’t have the levels for or Collect Food without coins, count as blocked, not finished, so the script never ends with All tasks completed. while they’re left.
- Skipped tasks (from Skip current task) count as finished for that run only. They’re back in the plan the next time you start.
The script can also stop early for safety reasons, such as standing on one tile too long or dying repeatedly. See Troubleshooting.