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Release Tradeskill Construction Set NeXt (3 Viewers) 4.1991b

I suspect its nothing to do with the TS. My chanter just randomly crashed and she isn't running anything. May just be a pure MQ thing.

I get crashes after sitting at the log-in screen and logging in, I get crashes zoning, I get crashes clicking on windows, I get crashes when running overseer.. so.. yah...
 
It chooses vendors on who it can 'see' is the closest after every purchase. Before it used to make a list but that would cause issues if you were not in the zone and it would buy things on the other side of the zone instead of relatively closer vendors with the same items.

Unable to re-create the smithy hammer pack rat, can you tell me what is was doing or working on at the time?
This was what I did:

Craft > Artisan > Fletching Using Auto-shop/bank/deposit/platinum/trophy It's hard to re-create since I have no more recipes to learn, but from memory something like this. Having a couple of Smithy Hammers already in bank. Getting to a combine with a subcombine that includes some Blacksmithing, Smithy Hammer is not used from bank, instead a new one is bought from Gertha. I also caught it (and stopped it) wanting to run to Stratos and buy a Sewing Needle instead of using the one in bank.
 
Got wind of some new ImGui update, but trying to find some details, does anyone have the link?
 
What setting would I use to have it just keep making things til I hit skill of 300 and stop there?
 
What setting would I use to have it just keep making things til I hit skill of 300 and stop there?

If there is something with a trivial of exactly 300 you would use continue and skill up and probably destroy...

if not, I would estimate it, say if you need to go from 250 to 300, skill up, destroy and set the amount to 1000.. it will most likely work on evolving the trophy after that as well if it has the right recipe.
 
If there is something with a trivial of exactly 300 you would use continue and skill up and probably destroy...

if not, I would estimate it, say if you need to go from 250 to 300, skill up, destroy and set the amount to 1000.. it will most likely work on evolving the trophy after that as well if it has the right recipe.

It is on the long list of the roadmap.. it will take some under the hood work, whereas batch crafting will be like adding a new room to your house using materials you already have.
 
Just want to give you props jb321. You are doing an amazing job on staying on top of this resource!!!

Kar
 
Thank you for all the support and all the purchases too :dance:

I almost have enough to get a free set of steak knives..
 
Just spitballing

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I intend for this to dispense with the recipe interrogation and just go for it..
 
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Got to say, I was a bit skeptical about another tradeskill resource. People in the past asked me about doing something with it and I just had no desire to begin to start on a project like this.

You sir, have made a great looking, and so far (based on my very short usage of it) product. Before I grabbed this I was outputting my files, checking them on the website (http://eqrecipes.free.fr/index.php) and finding out what I was missing, then looking up the recipes, trying to determine what I needed to go get etc. Now I just open it, hit craft, click artisan, select the tradeskill, let it load, then hit generate farm list. Wait a bit and tada, list. The generate list feature alone is a major help to me. Then I go to use it and it highlights the ones I've obtained in green based on the required amount. It's golden.

Sic tells me there's a thing in "Utilities" that has "Block buffs" option that just blocks a bunch of random stuff. Not sure I understand the purpose of that.

If I was to make a request, it would be to add "purchased" items to a list. I don't mind it buying a bat fur for example, but running back and forth to plane of tranquility takes time, and I'd like to be able to mitigate that buy generating a list of items that are purchased and going and getting them all at once if possible.

[Later that day] So I saved my farm list. Relogged a bit later and wanted to load the farm list again. I had the previously saved farm list open in excel, and when I hit save it crashed the game. Retry didn't work.
I checked the dump and crash was in Lua stuff. So I'll message brain about it as well. But wondering if there's a way for you to make sure I don't already have the file open when I hit save or something on your end to prevent the crash.

GLOBAL_TEXT = "Processing Time... " .. end_time - start_time .. " Seconds" <~This is a lie. Lol, I know it's taking longer than the output says.

Please make it so we can sort the Missing recipe components by zone instead of being locked into the alphabetical list of item names.
 
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As I am working through artisan, is there a way to have it save the selected settings? As an example, I would like it to always Report, always have a sell threshold, and because of it working through 4068 research recipes, reduce the delay. If I forget to select these then my choices are either to Generate Farm List or rerun the remaining 2002 recipes I need to learn.
 
As I am working through artisan, is there a way to have it save the selected settings? As an example, I would like it to always Report, always have a sell threshold, and because of it working through 4068 research recipes, reduce the delay. If I forget to select these then my choices are either to Generate Farm List or rerun the remaining 2002 recipes I need to learn.

Save Settings is coming, I want to continue to squash the ticky tack issues and also implement batch crafting and then I will put that on the block next.
 
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Got to say, I was a bit skeptical about another tradeskill resource. People in the past asked me about doing something with it and I just had no desire to begin to start on a project like this.

You sir, have made a great looking, and so far (based on my very short usage of it) product. Before I grabbed this I was outputting my files, checking them on the website (http://eqrecipes.free.fr/index.php) and finding out what I was missing, then looking up the recipes, trying to determine what I needed to go get etc. Now I just open it, hit craft, click artisan, select the tradeskill, let it load, then hit generate farm list. Wait a bit and tada, list. The generate list feature alone is a major help to me. Then I go to use it and it highlights the ones I've obtained in green based on the required amount. It's golden.

Sic tells me there's a thing in "Utilities" that has "Block buffs" option that just blocks a bunch of random stuff. Not sure I understand the purpose of that.

Block Spells is meant to block mod rods, summoned food and other cursor loot that helpful people cast around you while you are crafting, thus hosing up the process with something you don't want on your cursor. Thngs that could fill up your bags that have no bearing on what you are trying to accomplish.


If I was to make a request, it would be to add "purchased" items to a list. I don't mind it buying a bat fur for example, but running back and forth to plane of tranquility takes time, and I'd like to be able to mitigate that buy generating a list of items that are purchased and going and getting them all at once if possible.

This is a 2 part 'in the works' process, one is Shop Buddy which will allow you to buy a set of or specific item from vendors in quantity, this is useful if you know you are going to make faded velium whatever , it theoretically would go to Sag Jade and buy Coal, Sandpaper, and Toothpicks (not really) but the goal is to buy a set of needed items for an upcoming set of crafting.

I have a shopping list but it works for solo recipes, this needs to be implemented for Artisan prize.

I guess we can make it a 3 parter.. pre-cogging the shopping is something I wrestle with late at night, Shopping the whole set of recipes would fill up the bags (I Think) , I suppose it can go both ways, an all or nothing shopping bonanza or an ala carte effort.



[Later that day] So I saved my farm list. Relogged a bit later and wanted to load the farm list again. I had the previously saved farm list open in excel, and when I hit save it crashed the game. Retry didn't work.
I checked the dump and crash was in Lua stuff. So I'll message brain about it as well. But wondering if there's a way for you to make sure I don't already have the file open when I hit save or something on your end to prevent the crash.

I had the thought previously about this, I need to look at file operations for Lua to see what I can do or using the os.execute if it is needed for this.

GLOBAL_TEXT = "Processing Time... " .. end_time - start_time .. " Seconds" <~This is a lie. Lol, I know it's taking longer than the output says.

This is the processing at the end, not taking into account the processing to get there, I know that makes zero-sense. I am working on another method to perform this operation that will hopefully just spit out the list and take a matter of seconds (for real) instead of fabricating truths.

Please make it so we can sort the Missing recipe components by zone instead of being locked into the alphabetical list of item names.

Sorting was also a thought I had, but I had other thoughts, and sorting fell by the wayside, but it shall return!
 
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Found something with failed attempts in pottery. When it fails in experimental mode and leaves an item it just tries to put more in and i get multiples on top of items left behind. I hit abort, nothing happens... exit doesnt work. Eventually i just hit esc a bunch of times and I crash. Am I doing something wrong?
 

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Found something with failed attempts in pottery. When it fails in experimental mode and leaves an item it just tries to put more in and i get multiples on top of items left behind. I hit abort, nothing happens... exit doesnt work. Eventually i just hit esc a bunch of times and I crash. Am I doing something wrong?

My experience for this type of issue is one of the following..

If it is a portable container, the container is 'above' the materials slot in inventory, or there are no more slots so it starts putting them in the container.

Other considerations, timing, lag, and plugins that mess with things in your hand or inventory.

Lastly, I consider UI to be experimental, I should convey that message more clearly, yes, it works, but it is not my go to, and it needs refinement, it was/is a feature request that needs some more TLC.

Note: I need to look at it and see if it grabs items the same way, it should, but we should trust but verify

It does grab the same way, I have added a little more delay to the UI experiment method, to see if that helps a bit. (Next Release)


The UI doesn't have the destroy option available currently, so the intent currently is for mass production of an item or items, really.
 
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I realize this is probably by design, but I found it to be a bit slow for me. So I did a find in files for the entire folder and replaced all mq.delay(1000), mq.delay(1500), mq.delay(2000) and set them to 500.
I also found the max delay after crafting something and toned it way down. The resulting effect was I was actually okay with sitting there watching it work. I'm not inclined to believe it was intended for this to be modified from in game based on what I saw in the code, but can say even automated it was a bit slow.
 
I realize this is probably by design, but I found it to be a bit slow for me. So I did a find in files for the entire folder and replaced all mq.delay(1000), mq.delay(1500), mq.delay(2000) and set them to 500.
I also found the max delay after crafting something and toned it way down. The resulting effect was I was actually okay with sitting there watching it work. I'm not inclined to believe it was intended for this to be modified from in game based on what I saw in the code, but can say even automated it was a bit slow.

Off the top of my head the one I think of that could affect things the most is the mq.delay(1500) . The intent is to provide that bit of delay after the combine button is pressed to allow it to 'figure out' what happened. This line of thinking carried over from my old offering TCS. If this no longer applies, We can look at making some changes.

My intent was to provide enough delay to allow mini lag-spikes to be mitigated, in the past I have not provided enough delay.

My aside would be, watching the crafting is like watching paint dry, I watch it to look for issues, if you are like me then let us watch paint dry...
 
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Well the biggest one I noticed was the MAX something Delay * 1000
It's the bit where it's waiting a random value and the status display at the top of the GUI shows "waiting for 30 seconds"

All the delays add up though. Wait 1 second to pick up an item, wait a second to put it in the container, wait 2 seconds for something or another. Before it's said and done with even if you had the items on you, and were standing next to the container it ends up taking a minute and a half to do one combine (I would say this is exaggerating, but honestly it's not by too much since there's the 30s delay following crafting an item.)

There are features that exist in the Lua that make life 1000 times easier like the farm list has been great and a HUGE help for saving time to get the things you need. But those wait times are pretty lengthy when you add them all together. I'm sure you don't need my help with something simple like delays, but I could send you the modified version and you could do a compare on it to see whereall the delays got a change. There's probably a lot more 1500/2000 delays than you realize overall, and for me probably a lot less that effected what I was currently working on than I changed. But thus far the experience with the crafting was sped up quite a bit which has improved my enjoyment of it beyond all the amazing work you already accomplished. I wouldn't even call my "find and replace all" a contribution, more like an adjustment to a global wait timer lol.

Also, I sent you a PM last night as well. Some thoughts I initially felt would be best served in a private convo.
 
Well the biggest one I noticed was the MAX something Delay * 1000
It's the bit where it's waiting a random value and the status display at the top of the GUI shows "waiting for 30 seconds"

All the delays add up though. Wait 1 second to pick up an item, wait a second to put it in the container, wait 2 seconds for something or another. Before it's said and done with even if you had the items on you, and were standing next to the container it ends up taking a minute and a half to do one combine (I would say this is exaggerating, but honestly it's not by too much since there's the 30s delay following crafting an item.)

There are features that exist in the lua that make life 1000 times easier like the farm list has been great and a HUGE help for saving time to get the things you need. But those wait times are pretty lengthy when you add them all together. I'm sure you don't need my help with something simple like delays, but I could send you the modified version and you could do a compare on it to see whereall the delays got a change. There's probably a lot more 1500/2000 delays than you realize overall, and for me probably a lot less that effected what I was currently working on than I changed. But thus far the experience with the crafting was sped up quite a bit which has improved my enjoyment of it beyond all the amazing work you already accomplished. I wouldn't even call my "find and replace all" a contribution, more like an adjustment to a global wait timer lol.

Also, I sent you a PM last night as well. Some thoughts I initially felt would be best served in a private convo.

I got your message and have been ruminating, dunno what that word means, but it is not contagious..

I agree, it is slow and methodical, this can be a tweak timing evaluation effort. The shopping I believe is the slowest of them all, but it works pretty darn good.. I saw a feature request to select items via ID on the MQNext page. When/If/or Already that has been implemented I can revisit my shop routine.
 
Well the biggest one I noticed was the MAX something Delay * 1000
It's the bit where it's waiting a random value and the status display at the top of the GUI shows "waiting for 30 seconds"

This is adjustable to 0 if you are doing an Artisan run in the delay settings, if you are using continue it does have a random delay as to not look too obvious.

All the delays add up though. Wait 1 second to pick up an item, wait a second to put it in the container, wait 2 seconds for something or another. Before it's said and done with even if you had the items on you, and were standing next to the container it ends up taking a minute and a half to do one combine (I would say this is exaggerating, but honestly it's not by too much since there's the 30s delay following crafting an item.)

There are features that exist in the lua that make life 1000 times easier like the farm list has been great and a HUGE help for saving time to get the things you need. But those wait times are pretty lengthy when you add them all together. I'm sure you don't need my help with something simple like delays, but I could send you the modified version and you could do a compare on it to see whereall the delays got a change. There's probably a lot more 1500/2000 delays than you realize overall, and for me probably a lot less that effected what I was currently working on than I changed. But thus far the experience with the crafting was sped up quite a bit which has improved my enjoyment of it beyond all the amazing work you already accomplished. I wouldn't even call my "find and replace all" a contribution, more like an adjustment to a global wait timer lol.

Also, I sent you a PM last night as well. Some thoughts I initially felt would be best served in a private convo.
 
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I've not found a good solution that I like for checking if the .csv is open so I put these cues in just as a reminder.

The assumption being, the file is opened using OpenOffice or Excel which is then a process and not opened from Lua.
 

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I realize this is probably by design, but I found it to be a bit slow for me. So I did a find in files for the entire folder and replaced all mq.delay(1000), mq.delay(1500), mq.delay(2000) and set them to 500.
I also found the max delay after crafting something and toned it way down. The resulting effect was I was actually okay with sitting there watching it work. I'm not inclined to believe it was intended for this to be modified from in game based on what I saw in the code, but can say even automated it was a bit slow.

I am unsure of the ramifications of speeding along without artificial, albeit, unpleasant delays. Will this generate undue attention? That really is the question..
 
On mine I did add some informational on the Craft | Standard section for Continue and UI. I know they lead to a couple of my earlier questions.

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Any feedback for batch, do we want it to go by skill/all and expansion or those and the first letter?
First, loving it.

I'm wondering if you want to flag recipes that are all vendor items? That way you could batch all of those up first and then once those are all exhausted then you start your farm. I'm assuming that can be a huge bump right off the bat from doing those. If this was an option that I didn't notice yet just call me dumb for not seeing it.
 
I am unsure of the ramifications of speeding along without artificial, albeit, unpleasant delays. Will this generate undue attention? That really is the question..
Well I try to see it from multiple points of view.
First one being - I've been going fullsend for years and haven't got unwanted attention from it. That said, one person happily speeding along a lil fast may not warrant the attention that a couple hundred people would.

Second being - EQ has a built in autocombine option. It works like you might expect from EQ, in that it sorta works. Which is why I've been using a combine.mac to greatly speed up the process. However, this doesn't apply to learning recipes since the UI isn't available for that. But, if it's a matter of moving things a bit fast I still use kaen's old sortbank and sort macros regularly to keep my bags semi organized. Between that and the built in autobank features I move things at rocket speeds on a regular basis.

Third - Having modified my copy to go vroom vroom, but not VROOM VROOM (minimum of a half second wait for each delay I adjusted) It was still a lil slow, just not unbearably slow. (No offense intended, just clearly I'm not as patient as you are ;-)

Maybe a checkbox that is like "FULLSEND MODE" with at least four exclamation points for people who want their toon back before they turn into a pumpkin at midnight. :-P
Granted, this is a tall ask because I seen how many delays there are in the code lol.

At the end of the day it's developers choice. Guide your project in the way you envisioned it. It's merely a suggestion. Just know it'll make me wait between updating it and likely involve heavy modifications to delays every time I do update it. Because at the end of the day I'm going to use this tool regardless.
 
For most of my batch work it is for making like T3 gear. So if I could have it pull in a saved list of like Caster/Priest/Zerk/BST/Monk/ect.
 
For most of my batch work it is for making like T3 gear. So if I could have it pull in a saved list of like Caster/Priest/Zerk/BST/Monk/ect.

I will put out a initial batch method, we can massage it from there to see what makes sense for most..
 
Yes that would be how I would do it. I usually craft in the Guild Hall itself or in the Guild Hall Neighborhood.

Talking it out, would need to select a drone from a list, that has the proper permissions, and would grab as needed, but I can see that being a bit of a time sink, waiting for joe blow to run to the house , grab stuff, come back, deliver it to you so you can make it, but I didn't say it wasn't possible.

Another drone machination I had was to have the drones do pieces or parts of a mass recipe, something like Joe Blow does nothing but make picnic baskets, and Joe Blow2 makes marmalade sandwiches from the comfort of your command center.
 
JB I love this tool very much and hve a few insights for you. Like CWTN, I have found that it tends to be very slow when doing the purchasing and the crafting. I think setting the settings for this to 500 - 750 will work well as most people would have their bags open already and know where the items that are needed are in thier bags. This makes a .5 or .75 second move very doable. Another item I would love to see working is the ability to auto sell the item you are making in order to clear your bags when making items such as the Tungsten Breastplate Template or Indium Breastplate Template. You have done great work on this tool and have made my goal of 300+ tradeskills almost a reality, as I have not had the time to get all of them up to snuff.
 
Similar to the others, when I was seriously doing tradeskills, I modified TSC to reduce the delays. I might've even added conditions to the delays to get it going as fast as possible (e.g., waiting on an item to appear or disappear on the cursor as the situation called for). I understand your concern over going too fast, though.

I'll throw in one recommendation based on what I found while I was using TSC to skill up Smithing to 300. One of the recipes I used crafted Enchanted Velium Bits. However, this particular item is Lore. So I modified TSC to delete an item (if the recipe was so marked; MakeKeep=FALSE) after it was made rather than wait for the process to complete other items. Not sure how you handle indicating if an item shouldn't be kept, but trying to make multiple Lore items did interfere with the crafting process as I recall.
 
Release Tradeskill Construction Set NeXt

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