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Food and safety

Combat tasks and quests bring their own food. On top of that, a few global rules decide which food is used, when the account eats, how it restocks when it runs out, and how it gets your items back after a death.

When a bank trip adds food, it takes the best food you own, ranked like this (best first):

Rank Food
1 Karambwan
2 Manta ray, dark crab, sea turtle, shark
3 Anglerfish
4 Monkfish, potato with cheese, swordfish, bass, lobster
5 Tuna, salmon, T-bone steak, pike, red crab meat
6 Trout
7 Kebab, cake, wine
8 Choc-ice, shrimps, anchovies

Within a rank, the food that heals more wins. Kebabs sit below trout because a kebab’s heal is random and sometimes nothing.

Some items heal but are needed for something else, so they’re never eaten as food: quest items that heal (such as the nettle tea and water from Ghosts Ahoy and the Recipe for Disaster quest foods), ales and beers, and anything that’s a potion, brew, restore, antipoison, antidote or serum. Strange fruit is left alone too, since it restores run energy, not health. While a task needs a particular food for a quest, that food is set aside and the next best is packed instead.

  • In fights and around tasks, the script eats when your health drops below a threshold of 40% to 70% of your maximum. Each account has its own usual threshold, and it shifts a little after each bite.
  • While walking, it eats sooner on low-level accounts: from about 85% to 99% health below 25 Hitpoints, 72% to 90% below 50 Hitpoints, and 60% to 75% from 50 Hitpoints. It doesn’t eat when you’re only 1 hitpoint down.
  • If something keeps attacking you while the script waits on an action or a dialogue, it gives up waiting once it’s time to eat.

Quest fights and bosses add their own rules on top of these. Prayer and potions are handled by the tasks that need them; there’s no global prayer rule.

Tasks that don’t plan their own food can use global food. With Enable global food banking on (see Preferences), this applies to:

  • quests and miniquests;
  • Wintertodt, while you don’t own warm gloves and boots.

A few dangerous quests always use it, whatever the option says: Eadgar’s Ruse, Jungle Potion, Legends’ Quest, and Troll Romance for the run to Arrg.

Global food isn’t used inside instances, in Melzar’s Maze, in the Dig Site tablet chamber, during Recruitment Drive, or during the parts of some quests where walking out for food would undo progress (for example Shadow of the Storm and parts of Waterfall and Priest in Peril).

How it works:

  1. When an eligible task has no food on you, the next bank trip adds some.
  2. It takes at least 4 pieces. The most depends on the account (4, 6, 8 or 12) and on how much room the task’s own items leave: the fuller the task’s inventory, the less food. If fewer than 4 slots are free, it takes none.
  3. If you own no food at all, it restocks:
    • with a Collect Food task if your plan has one, even a finished one;
    • otherwise by buying the first of these you can afford at least 4 of: potato with cheese (once the Warriors’ Guild food shop is open to you), then swordfish, lobsters and karambwans (with 30+ Hitpoints), then wines, kebabs and cakes. It buys enough to use about half your coins, up to 50.
  4. If there’s no food and no way to get any, the script stops: “Global food requested, but no food was found and no food gathering task is available.”

The Agility task restocks the same way when you own no food at all: it buys the first food on that list it can afford, and if it can’t buy any, it catches and cooks 27 shrimps. If neither works, it waits until you own food instead of stopping the script.

The Collect Food task in your plan buys food from shops (kebabs come from Karim in Al Kharid). It only starts buying when you own no usable food at all, in the bank or on you, and then buys up to its amount. Owning other food, even a little, counts as done. Without the coins or a shop to buy from, it waits and tries again once you own more coins or a shop opens up. See Collecting.

Some combat tasks learn how much food a trip really needs: chaos druids, blue dragons, the rune scimitar and Zamorak robe farms, hill giant limpwurt roots, the low-level combat training targets, and the Warriors’ Guild.

  • The first trip takes the task’s usual amount.
  • After each trip it notes how much food was eaten for health (food eaten or dropped to make room for loot doesn’t count).
  • The next trips take enough for the hungriest of the last five trips, plus 2 spare. It steps down over three trips instead of all at once, and never takes more than the usual amount.
  • A trip that came back with no food counts as needing half again as much.

This is learned fresh each run.

Deaths are handled before anything else. The script:

  1. Walks back to your grave and loots it. If the inventory fills up while looting, it banks and goes back.
  2. Goes to Death’s Office instead (through the Death’s Domain entrance in Lumbridge) when:
    • it’s the account’s first death, since the game sends you there for Death’s tutorial, which the script completes;
    • the walker can’t get to the grave, or looting it keeps failing;
    • the grave is on Ape Atoll, where walking onto the island can land you in jail;
    • the grave has already expired.
  3. At Death’s Office it pays the fee and takes everything back. If the inventory fills up, it leaves, banks everything, and comes back for the rest.
  4. Then the task it was doing carries on.

If the account was thrown in the Ape Atoll jail, it escapes first.

With the Death alert on and a webhook set, you also get a Discord message when the account dies (see Preferences).

With Always carry an Escape crystal on:

  • Every bank trip takes your Escape crystal out if you own one.
  • If you don’t own one and have 75,000 coins, the script buys one from Rick at the Wizards’ Tower. It needs a members world for this, and hops to one if needed. On a free account it stops and asks you to turn the option off.
  • If you can’t afford one, it carries on and buys one later, unless Stop if a crystal cannot be afforded is on, in which case it stops.

This doesn’t happen in combat or inside instances. The script only makes sure the crystal is in your inventory; it doesn’t activate it or change its settings.

  • Low health and combat pause the extras. While you’re in combat, or below half your health, the script doesn’t take breaks, hop worlds, apply plan changes or let an OnlyBot client break log it out. See Breaks and anti-ban.
  • Auto retaliate is off. The script turns it off at the start and on every task change, and attacks for itself in fights.
  • Stuck check. If nothing happens for the Same-tile stop time (3 minutes by default), the script stops rather than stand there. See Troubleshooting.
  • The walker plans each route and uses teleports you’re carrying when they help. Near a bank it walks instead of spending teleports (see Banking and supplies).
  • During walks it eats when needed and turns run on once your energy reaches this account’s usual level (about 15% to 30%).
  • Some places the walker can’t plan a way out of, such as Tithe Farm, the Dig Site tablet chamber or a finished quest instance. The script leaves those itself before another task tries to walk anywhere (see Task loop).

The script knows when the account is a hardcore ironman and keeps it out of the Wilderness in these cases:

  • Kill spots in the Wilderness (such as the chaos druids in the Wilderness part of Edgeville Dungeon) are blocked.
  • Red spiders’ eggs for Herblore come from Pandemonium Cave or Karamja instead of Edgeville Dungeon.
  • Lundail’s Wilderness rune shop isn’t used unless a task allows it.

Otherwise it plays a hardcore account the same way as any other, deaths included.