• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Release Tradeskill Construction Set NeXt [Deleted]

Status
Not open for further replies.

jb321

Captain Obvious
Creator
Joined
Mar 29, 2020
RedCents
7,705¢
jb321 submitted a new resource:

Tradeskill Construction Set NeXt - Does TS Freebies, TS Quests, Auto-Shopping, Beginner Trophy Making, more , and of course craft

does all Gates of Discord freebie quests to get to 54 skill
does most basic trophy quest making and turn ins (adding all of them beginner through master)
Crafts thousands and thousands of recipes and will finish the most complex recipes from beginning to end
has built in search function..
-- won't let you waste money on recipes you cannot make!

options are menu driven with binds

Working trophy quests for now:

Pottery, Fletching, Smithing .. please test them out

more to come..

Read more about this resource...
 
Last edited:
beat it up, provide screen shots. Not every recipe will work there are 43000 ya know..

You will use it in a manner I hadn't thought of, or was too lazy to implement at the time.

if something can be done more efficiently or cheaper, please let me know. I can "zero out" recipes that make sheet metal and instead just buy it..

I already caught my own feature/bug. I was testing something and now MTPs have vegetables as a component to make the whole thing :)

The reason why there may be a crazy amount of combines is because when I parsed the data I had it add recipes for everything that could have one, so that means it might make ink of the boar instead of buy it...
 
Last edited:
fixed up db, Misty Thicket should be a go now..


Also, it makes items based on how many you want divided by the yield, so if you want 4 MTPs it will buy 1 set .. please let me know if any calcs are not working right.
 

Attachments

Placed a stack of vegetables in the combine box to make a recipe, says you can't have stacks and proceeds to keep adding more items without clearing the container.
 
Placed a stack of vegetables in the combine box to make a recipe, says you can't have stacks and proceeds to keep adding more items without clearing the container.

trying to make what recipe and where? I presume in barrel or mixing bowl?

also, this time around I didn't turn off or stop any plug ins... I am going to stop auto forage next go around.. also people handing you those silly rods will cause.. issues..

also.. this is tested only on MQNext...

it looks like it is a delay issue.. as it always is with me.. I usually give it one second to start the next craft iteration, but if it gets gummed up it grabs the whole stack and puts it in there. It will or should eventually clear itself out.. especially if it switches to another container.

I was trying to implement a cleaner that only picked up what was in the container not clean the whole thing to not look suspect. still having trouble with it.. I didn't want to clean the container after every combine attempt..


this works..

Code:
for x = 1, 10 do
    if mq.TLO.InvSlot("enviro" .. x).Item.ID() ~= nil then
        local str = "enviro" .. x
        print("number: ", x, " ", mq.TLO.InvSlot(str).Item.ID())
    end
end


It does clean on recovered items, but if the container is filling up it doesn't care.. for now
 
Last edited:
I am just picking random recipes: sugar syrup, acid wash, vegetables, vegetable juice, smoker .. they are working..
 
Last edited:
This was baking, Velious Fish Gumbo, placed a stack of vegetables on one round and then kept adding other ingredients one at a time until I ran out, then got an error about notify pack 1, pack 2, pack 3 up to like 10 then did that four times. Then once I failed the combine and it proceeded to add one of each ingredient when there was still left over ingredients, taking them to two items each then three and so on.
 
This was baking, Velious Fish Gumbo, placed a stack of vegetables on one round and then kept adding other ingredients one at a time until I ran out, then got an error about notify pack 1, pack 2, pack 3 up to like 10 then did that four times. Then once I failed the combine and it proceeded to add one of each ingredient when there was still left over ingredients, taking them to two items each then three and so on.
try this
 

Attachments


Thank you for the feedback it helps me see how I think my caviar is in essence a ham sandwich.

I also found that the make count from the main recipe was borked..

which is infuriating.. because I sat here and played with calculations and checked them out by iterating through the list of recipes and counts.. and still..

other things that I do notice is if you re-define a local as the same local it can cause havoc..

it was this
-- local fv_mc = math.ceil(tv_rv * tv_yc)

which was calculating the sets to buy times the yield count, which is great but not for determining the amount to make overall

I changed it to this for now.. which should make the proper amount
local fv_mc = tv_pnc

this is in cruncher.Lua..

around lines 186-192
 
Last edited:
BOR = broke on release..

Sometime I wonder how did this all work with these sneaky issues..
 
Last edited:
I also found a recipe that had like 12 numbers in the search, think I searched velium something. I will have more time to mess with this when I get home. Out of town atm. :) Very nice work overall.

Velium Infused Fish Scales & Velium Spotted Fish Fillets (I guess they are good recipes) Just looked odd that they had so many numbers. :)

Ok so I tried to make ten and only had 6 meat, explains why it said I need those items.
 

Attachments

  • Untitled.png
    Untitled.png
    193.3 KB · Views: 10
Last edited:
Everything worked great, emptied the container on failed combines and continued. Once the combines ended I got a Lua error. I actually got the same error when testing yesterday but I had other things running. This time just the TCN running.
 

Attachments

  • Untitled.png
    Untitled.png
    135.5 KB · Views: 5
  • Untitled.png
    Untitled.png
    279.1 KB · Views: 5
Everything worked great, emptied the container on failed combines and continued. Once the combines ended I got a lua error. I actually got the same error when testing yesterday but I had other things running. This time just the TCN running.

The crashes are as far as I can tell are completely random. No rhyme or reason. It performs the same operation and then when it "feels" like it , boom.. Unless someone has some insight.

when you want to make an amount of anything it queues up the amount of materials needed for everything and if you don't have it all, it will stop execution. I can look into speculative crafting which will say you want 10 but can only make 4.. or I can do go for broke mode which ignores missing items and just crafts. I am concerned about that because of recipes that can use more than one source material. The latter I can do quite easily.

I can filter out the recipes from the search that have multiple ways to complete that should lessen the confusion. I am trying to figure out what to do with recipes like consigned bite of xxx . The very large number is to indicate it is what I call a multi-mat recipe.. something like 99100000 and above. This was the way to keep the original recipe # intact and fake out options..

I opted to mass shop for every recipe and sub, instead of shop individually this is where some challenges came into play..

but I didn't want to see you make metal bits, then run back to Gerta and get a mold, make the mold, and then run back to Gerta, and so on....

The other thing that I know is an issue: vendor sorting when shopping. Meaning, it goes to all the right vendors but sometimes it will go to the same vendor twice because I don't know how to effectively use table.sort or it just won't work.. I pass it data like '92323,'Chef Boyardee', 2,4' and it kinda sorts based on the vendor name.

I will fix up the counts for missing items so it gives you a more accurate picture instead of you are missing taco sauce.. this was easy until I added multi-material recipes.. which means it will tell you it needs small bricks or large bricks but not both to complete the recipe, I need to add something to separate that from a normal recipe. I could be lazy and just make another array but I don't want to go that route right now..
 
Last edited:
I like the idea of mass shopping instead of running to a vendor every time you need an item. The missing item is no big deal, that I know now it will say missing if you have less than what you intend to make, it makes sense that way. Great job. Now to narrow down the Lua errors.
 
1632588486328.png

I can explain.. the recipe names are correct, it just don't show what skill is needed for them. so for a veiled seal you can make it 3 different ways using smithing, tinkering, or tailoring. I just need to change the names..

a quick db update and..

1632588849602.png

now it displays the skill required for that recipe..



I had a betterer idea..

1632589102677.png


and the wheels keep on turning..

1632589493992.png

Yea or Nay?

1632592447485.png


a little sanity check when you try to make a recipe and you don't fit the demographic.

1632592687949.png
 
Last edited:
This suppose to equip trophies? Also, wonder what this was in the photo. Missing Recipe Empty Vial. thinking these are purchasable?

Sux that this works so well, yet the thing crashes after about 5-10 minutes, either a Lua error or eq just closes out all together without error.
 

Attachments

  • Untitled.png
    Untitled.png
    9.6 KB · Views: 2
This suppose to equip trophies? Also, wonder what this was in the photo. Missing Recipe Empty Vial. thinking these are purchasable?

Sux that this works so well, yet the thing crashes after about 5-10 minutes, either a LUA error or eq just closes out all together without error.

-- trophy swapping will be added, but I wondered since there is a plugin, should I do it?

Through my sleuthing I have determined you are trying to make : Blue Bomb Beverage

It can buy empty vials, but

1632596276060.png

there is a recipe to make a vial, so I can "zero" these out and it should just buy them..

Did it make the item? the missing spam is just cycling through each recipe in an array from bottom to top.. So if you made the previous item it will spam out it is missing the next go around.. it is really informational

an artifact of crafting recipes in a chain..

oh ya.. def need to zero these out.. it requires a dirty vial which we may or may not have to make pure water..
 
Last edited:
Personally I would add in the trophy swapping, but that's just my preference. Since empty vials are buyable, I would do away with the making them part. Yes it did make the stuff even though it said missing items, i just went and purchased the empty vials and continued.

Yup, made Blue Bomb Beverage and Velious Surf and Turf Platter :)
 
Personally I would add in the trophy swapping, but that's just my preference. Since empty vials are buyable, I would do away with the making them part. Yes it did make the stuff even though it said missing items, i just went and purchased the empty vials and continued.

DB has been fixed, it will buy them now... all recipes that require empty vials will now buy them. I haven't looked at the plugin but last I knew it didn't swap for portable containers.

Trophy swapping implementation is one of the easier things to do..
 
DB has been fixed, it will buy them now... all recipes that require empty vials will now buy them. I haven't looked at the plugin but last I knew it didn't swap for portable containers.
The less plugins I have to run the better. :) Trophy swap plugin is nice, would be better if it put your ammo item back when it was done.
 
Surprised these macros and scripts never utilized the tradeskill makeall button. The automated tradeskill window built in to eq is fast. Search item, select item, select make all and run till inventory has x amount then unselect. Great for mass making of an item.
 
Surprised these macros and scripts never utilized the tradeskill makeall button. The automated tradeskill window built in to eq is fast. Search item, select item, select make all and run till inventory has x amount then unselect. Great for mass making of an item.

let's go back in time, circa TCS 2.79 it did... buut the masses complained.. because.. UI.. I agree it makes it a lot easier..

- I have toyed with the idea of adding it in as a side mode, so you can pick it if you want.. I already have the mechanics to do it.. I have also toyed with the idea of turning it on based on known compatible UIs

custom UIs sometimes didn't have a box or button or whatever and when you tell the script to go to the search window text input, it can't find it. Kaboom
 
adding this in rn..

Code:
             -- Recipes to make
             if recipe_list[0] ~= nil then
                local shopping_list = shop.create_shopping_list(recipe_list)
                -- Shopping to be done
                if shopping_list[0] ~= nil then
                    -- Plat Check
                    if mq.TLO.Me.PlatinumBank() > 499 or
                        mq.TLO.Me.PlatinumShared() > 499 then
                        if mq.TLO.Me.Platinum() < 250 then
                            movement.bank()
                            -- Grab 500 plat
                            lib.bank_withdrawal(500)
                        end
                    end
                    -- Go Shopping
                    shop.go_shopping(shopping_list)
                end
            end

                end

Will adjust as needed, but this is for the trophy quests, independent of the plat needed for general crafting.

It makes a best effort to make sure you always have some plat
 
Last edited:
1632614836062.png


I will try to explain

the numbers correspond to options ( /opt 1)

if you type option 1 it will toggle auto-continue
and so on.. except for auto-platinum..

it will require /opt 6 5000 or whatever number you choose but it pays attention to how much you have in the bank and won't let you go higher than that or lower than 0

What these do or will do

Auto-Continue right now will keep going and going to reach a count goal of what you want made. when you select this it turns auto shopping on. when the goal count is reach it exits and stops the loop

if Auto-Continue is on but Auto-Plat is set to 0 and you need to shop and have no money it will abort..


Auto-Trophy - need I say more?

Auto-Shop - when on goes from vendor to vendor and buys materials

Auto-Skillup - the goal will be to ignore make count goals and go for skill ups, but buy in small amounts as not to break the bank - UNDER CONSTRUCTION..
will need to pay attention if it is pottery or jewelry or some other non stackable

Auto-Destroy -- I believe I will have it toggle to off, to the main id, or to destroy everything it makes.. not sure why we would want to do the last option but can keep it open..
otherwise it would destroy just the item we are crafting overall. - Under Construction

Auto-Platinum - keeps the coffers filled, it will maintain this number and visit the bank when you have half the amount on person if and only if shopping is required and auto shop is turned on..

questions?

Auto-Shop and Auto-Trophy will be on by default.
 
Last edited:
and just like that..

swapping is back!

1632624038463.png

Code:
    if mq.TLO.FindItemCount(trophy_have)() > 0 then
        local inv_slots = {"11", "13", "14", "22"}
        local swap_flag = 1
        for x = 1, #inv_slots do
            local trophy_slot =
                tostring(mq.TLO.FindItem(trophy_have).ItemSlot())
            if trophy_slot == inv_slots[x] then
                swap_flag = 0
                break
            end
        end
        if swap_flag == 1 then
            local free_slot = 0
            for x = 1, #inv_slots do
                if mq.TLO.Me.Inventory(inv_slots[x])() == nil then
                    free_slot = tonumber(inv_slots[x])
                    break
                end
            end
            if free_slot ~= 0 then
                print(msg, "\ag[Using] \ap[\aw", trophy_have, "\ap]")
                mq.cmd('/nomodkey /itemnotify "${FindItem["' .. trophy_have ..
                           '"]}" leftmouseup')
                mq.delay(500)
                mq.cmd('/autoinventory')
            else
                print(msg, "\ag[Using] \ap[\aw", trophy_have, "\ap]")
                mq.cmd('/nomodkey /itemnotify 11 leftmouseup')
                mq.delay(500)
                mq.cmd('/nomodkey /itemnotify "${FindItem["' .. trophy_have ..
                           '"]}" leftmouseup')
                mq.delay(500)
                mq.cmd('/nomodkey /itemnotify 11 leftmouseup')
                mq.delay(500)
            end
        end
    else
        print(msg, "\ap[\agBanked\ap] [\aw", trophy_have, "\ap]")
    end
 
jb321 updated Tradeskill Construction Set NeXt with a new update entry:

Can we get some color in the searches please, and more functions!

-- 0.9 changes

-- disable auto-forage (if enabled)
-- change color based on race/class skill being used in search
-- added yield, skill, and trivial to search, if your skill meets or exceeds the trival it will show up as a green number
-- added trophy swapping - swaps any trophy you have for the specified tradeskill
-- added auto-destroy - destroys the item you just made, useful for skill ups (when skillup option is added)
-- which...

Read the rest of this update entry...

I made auto-destroy separate, before I had it turned on when skill ups were enabled, buuut there are instances where you are skilling up on non-stack expensive stuff and want to sell it.. so don't want to arbitrarily destroy stuff..

which brings me to the next update..

yes.. already..

I plan to add Auto-Sell with a limit, when it is used with Auto-Continue and Auto-Skillup it will sell non stackables at the limit you specify and soldier on..
 
Last edited:
Release Tradeskill Construction Set NeXt [Deleted]
Status
Not open for further replies.

Users who are viewing this thread

Back
Top
Cart