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- Mar 3, 2026
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Old school pixel bots are a relic of the past—painfully slow and prone to breaking the moment a resolution shifts. I've moved away from image detection to a memory-based approach with OwO Maker, the successor to the old UwU project. This version hooks directly into the client, making it faster, more reliable, and capable of running entirely in the background while you do other things.
Key Features:
Technical Requirements & Notes:
Source & Build:
If you're a dev, the repo is open for you to check the structs and logic. It's a clean base for anyone looking to understand how to handle NosTale memory offsets without triggering massive flags.
While others are struggling with broken pixel scripts and manual clicking, we're automating the grind with direct memory access.
Has anyone caught any issues with the Fish Pond timing on high-latency servers?
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Key Features:
- Full Minigame Support: Stone Quarry, Saw Mill, Shooting Range, and Fish Pond are all covered.
- Background Operation: Unlike pixel-search bots, this doesn't need window focus. Efficiency at its best.
- Memory-Based Logic: Reads game state directly from memory for precision.
- Humanization: Integrated Fail% chance and semi-humantime modes for Saw Mill and Fish Pond to avoid catching the attention of automated detection.
- Multi-Client: Supports running multiple instances if you're farming on several accounts.
- Coupon Support: Automatically uses Production Coupons from your skillbar (slots 0-9).
Technical Requirements & Notes:
- You must have [.NET 8.0 Desktop Runtime (x86)] installed. Without the x86 runtime, the bot simply won't initialize.
- Admin Privileges: Required because the Gameforge launcher forces NosTale into an elevated state.
- Resolution: Roughly tested across standard resolutions, but avoid ultra-custom setups just in case pointers shift or scaling gets weird.
Botting is never 100% invisible. While memory-based is safer than injecting heavy DLLs, you're still interacting with the client. Use the Fail% chance and humanization delays; don't be that guy running 24/7 at peak speeds. I've fixed the Stone Quarry logic recently to ensure stability during long sessions.
Source & Build:
If you're a dev, the repo is open for you to check the structs and logic. It's a clean base for anyone looking to understand how to handle NosTale memory offsets without triggering massive flags.
While others are struggling with broken pixel scripts and manual clicking, we're automating the grind with direct memory access.
Has anyone caught any issues with the Fish Pond timing on high-latency servers?