Cool. Thank you.None of those items are listed in the files. Things I can't loot are high value like gallant items, Runes of Nokk, etc. I'll try the log level next time.
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Cool. Thank you.None of those items are listed in the files. Things I can't loot are high value like gallant items, Runes of Nokk, etc. I'll try the log level next time.
Correct. Apologies for the ambiguous response. I was dog piling a suggestion on top of the previous suggestion about trade skill support. I would love it if lootly could dole out TS stuff where it belongs.I actually didn't see it as a snarky response. I took it as a literal suggestion for what you wanted. They are not current options, but may be something that can be added.
So reading your request a little more, and I'm thinking this may actually be more in line with adding per-character settings. Lootly isn't really set up to designate a specific character (hence why CLASS is its only 'sorting' option). It's something I've been thinking about adding to my own but haven't gotten around to it.Snarky response, while still not addressing all the issues. Classic.
I have a toon that isnt Master looter, that I want to send all TS marked items to, is there a way to do this?
So, if indeed these are options I was unaware of, thank you for this information, given its not in the instructions, commands, or FAQ on lootly.
Just another question. Are you in a raid group when this is happening? It really shouldn't be affecting it if you are still getting trash loot while in a raid group but I thought I would check.None of those items are listed in the files. Things I can't loot are high value like gallant items, Runes of Nokk, etc. I'll try the log level next time.
Awesome news!So, (still in my copy) I'm in the process of adding a Tradeskill marker so that a designated group member can collect everything marked as a tradeskill item (still need time to test it).
I'm also brainstorming out efficiency with using a database. My goal is that the database will only need to be accessed when an item is first seen, and at that point any checks for no trade, tradeskill item, and what classes can use the item can be stored. Storing those values locally would speed up getting loot out. But my question is, do you guys think it would be better to try to convert the currently Lootly_Loot.ini file to include this info, or to add a second ini file that would contain just this info for each item? Pro for converting would be maintaining only 1 ini file. The con to it is that converting the original database would be 'fun' to say the least.

Spot on info! Thank you kindly.It has quotes in the name - need to manually add it to your Lootly_Loot.ini file.
[Lootly] (init.lua::167) [DEBUG] :: handle_master_looting - Fortuitous Jewel - setting: Keep|1; preference = Keep; quantity = 1; classes = nil; lore = nil
[Lootly] (init.lua::209) [DEBUG] :: handle_master_looting - WAR1 - Free Inventory - Slots = 32; Count = 1; Stack Size = 1
[Lootly] (init.lua::233) [DEBUG] :: handle_master_looting - WAR1 - Item Counts - Count = 1; Bank Count: 0;
[Lootly] (init.lua::248) [DEBUG] :: handle_master_looting - WAR1 looting Fortuitous Jewel would put them over the specific quantity (1). Inventory = 1; Bank = 0;
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = false; item = Fortuitous Jewel
[Lootly] (init.lua::209) [DEBUG] :: handle_master_looting - WAR1 - Free Inventory - Slots = 32; Count = 1; Stack Size = 1
[Lootly] (init.lua::233) [DEBUG] :: handle_master_looting - WAR1 - Item Counts - Count = 1; Bank Count: 0;
[Lootly] (init.lua::248) [DEBUG] :: handle_master_looting - WAR1 looting Fortuitous Jewel would put them over the specific quantity (1). Inventory = 1; Bank = 0;
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = false; item = Fortuitous Jewel
[Lootly] (init.lua::212) [DEBUG] :: handle_master_looting - CLR1 - Free Inventory - Fortuitous Jewel - Save Slots = 3
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(Me.FreeInventory) = 102
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItem[219043498079].StackSize) = NULL
[Lootly] (init.lua::236) [DEBUG] :: handle_master_looting - CLR1 - DanNet (Counts) - Fortuitous Jewel
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItemCount[Fortuitous Jewel]) = 1
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItemBankCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(CLR1).Q(FindItemBankCount[Fortuitous Jewel]) = 0
[Lootly] (init.lua::248) [DEBUG] :: handle_master_looting - CLR1 looting Fortuitous Jewel would put them over the specific quantity (1). Inventory = 1; Bank = 0;
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = false; item = Fortuitous Jewel
[Lootly] (init.lua::212) [DEBUG] :: handle_master_looting - SHM1 - Free Inventory - Fortuitous Jewel - Save Slots = 3
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(SHM1).Q(Me.FreeInventory) = nil
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(SHM1).Q(FindItemCount[219043498079]) = 54
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(SHM1).Q(FindItem[219043498079].StackSize) = NULL
[Lootly] (init.lua::220) [DEBUG] :: handle_master_looting - SHM1 looting Fortuitous Jewel would put them over the configured save slots value.
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = false; item = Fortuitous Jewel
[Lootly] (init.lua::212) [DEBUG] :: handle_master_looting - PAL1 - Free Inventory - Fortuitous Jewel - Save Slots = 3
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(Me.FreeInventory) = 221
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItem[219043498079].StackSize) = nil
[Lootly] (init.lua::236) [DEBUG] :: handle_master_looting - PAL1 - DanNet (Counts) - Fortuitous Jewel
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItemCount[Fortuitous Jewel]) = 1
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItemBankCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(PAL1).Q(FindItemBankCount[Fortuitous Jewel]) = 0
[Lootly] (init.lua::248) [DEBUG] :: handle_master_looting - PAL1 looting Fortuitous Jewel would put them over the specific quantity (1). Inventory = 1; Bank = 0;
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = false; item = Fortuitous Jewel
[Lootly] (init.lua::212) [DEBUG] :: handle_master_looting - BRD1 - Free Inventory - Fortuitous Jewel - Save Slots = 3
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(Me.FreeInventory) = 19
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItem[219043498079].StackSize) = NULL
[Lootly] (init.lua::236) [DEBUG] :: handle_master_looting - BRD1 - DanNet (Counts) - Fortuitous Jewel
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemCount[219043498079]) = 0
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemCount[Fortuitous Jewel]) = nil
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemBankCount[219043498079]) = nil
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemBankCount[Fortuitous Jewel]) = nil
[Lootly] (init.lua::264) [DEBUG] :: handle_master_looting - BRD1 - DanNet (Lore) - Fortuitous Jewel
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItem[219043498079].Lore) = NULL
[Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(BRD1).Q(FindItemBank[219043498079].Lore) = nil
[Lootly] (init.lua::274) [DEBUG] :: handle_master_looting - loot = true; item = Fortuitous Jewel
[Lootly] (init.lua::282) [INFO] :: [Shared] Giving Fortuitous Jewel to BRD1.


Sic posted a fix for this: Add quotes manually to the names to get the match. That worked for me a while ago for an item that drops like candy in a zone I use for PLing more characters for myself.Trying to set some collectables using \setitem keep and getting a error.
Outpost Reclamation Order, "Beatings"=Keep
Outpost Reclamation Order, "Observation"=Keep
Outpost Reclamation Order, "Reminder"=Keep
Outpost Reclamation Order, "Work"=Keep
Outpost Reclamation Order, "Escape"=Keep
it did add them to the ini, but without the quotes. Always treated them as new.View attachment 62543View attachment 62543View attachment 62543View attachment 62543
Outpost Reclamation Order, Beatings=Keep
Outpost Reclamation Order, Work=Keep
Outpost Reclamation Order, Reminder=Keep
Outpost Reclamation Order, Observation=Keep
Outpost Reclamation Order, Escape=Keep
Silver Thank you.Sic posted a fix for this: Add quotes manually to the names to get the match. That worked for me a while ago for an item that drops like candy in a zone I use for PLing more characters for myself.
Outpost Reclamation Order, "Beatings"=Keep
Outpost Reclamation Order, "Observation"=Keep
Outpost Reclamation Order, "Reminder"=Keep
Outpost Reclamation Order, "Work"=Keep
Outpost Reclamation Order, "Escape"=Keep

I'm not sure if I did something wrong.Have run into a problem involving lore items when you have one in real estate. Lootly just keeps trying to give it to the toon, rather than trying the next toon/leaving if no one is able to loot.
First I would recommend removing or cropping those images as they have a toonname in them =)Hi does the EQ game advance loot settings need to be changed once you start using LOOTLY?
When i get a named with an item that i set up to loot 3 items i go over to that toon because i DONOT see him looting the item i want them to loot. I actually have to say to accept that item. If i do not, the item rotts.
i attached some pictures so hopefully you can help.
thanks again

100% this.First I would recommend removing or cropping those images as they have a toonname in them =)
This is not a lootly thing because it appears to be giving it to the toon you requested. It's a looting issue for that toon. I belive you need to modify your loot settings in your advloot options and toon options
View attachment 66498
Auto loot all checked and iirc, uncheck loot all in your options. Removing that check prevents the pop-up box iirc.
How would you configure Lootly to distribute one "Improperly Formed Lens" to each of my group members?
/dgga /setitem keep|1 "Improperly formed lens"there's quite a few reasons why that approach wouldn't really be the best approachHow hard would it be to add another variable to this to add a character name to skip? /setitem Keep|1|Burd
This would give everyone one item except for the character named Burd.
I guess I’m looking for a way to fix two things and speed up the raid looting when doing my progression. Lootly doesn’t handle multiple items of the same kind on a raid if there is a stack of 10 quest items it just stops.there's quite a few reasons why that approach wouldn't really be the best approach
just off the cuff wouuld likely be better to have Keep|1|Skip|Burd, Sic, Kaen where the default is keep 1, and you skip Burd, Sic, and Kaen
feels a bit "bloatey"
is that the only solution for whatever circumstance you're in?
that free grab is good for progression items, where a stack drop, and each toon needs a few. free grab just lets you peel 1 at a time off the stack.Actually I just thought of something that could be a work around. How about if I set something as free grab, and if they need it they will click in the little hand to grab it?
I guess I’m looking for a way to fix two things and speed up the raid looting when doing my progression. Lootly doesn’t handle multiple items of the same kind on a raid if there is a stack of 10 quest items it just stops.
Second. I still have issues with lore equipped items like the progression ring and augs that have been converted to the dps with proc aug.
If I do keep|1 and level the ring up it will loot the base ring again.

