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Release Tradeskill Construction Set NeXt (1 Viewer) 4.1991b

Adding one more to @jb321 list to keep Jurassic Park's gates working. Dennis, I know you have a million lines of code, but they are YOUR problem. Don't get me a soda.
Just started the ToV earring and wanted to give this feedback. To create the first earring you need Velium Infused Fish Scale Swatch (6)
Velium Infused Fish Scales, you have two versions to make with Angel Fish or Spiked Pleco, Awesome.
But do not have two versions of the next steps.
Velium Infused Fish Scale Patch needs Qty 10 of the Fish Scales, but TCG only lists it with Pleco version.
Velium Infused Fish Scale Swatch needs Qty10 of the Patch, TCG only lists Angel Fish version (This one may not matter.. I am unsure, I passed it over too fast)
Edit: I went back and checked, For the Swatch you have TCG requiring Pleco also.


View attachment 40785
Yea, I saw this also, just ended up making them manually so I could move on.
 
Yea, I saw this also, just ended up making them manually so I could move on.
Yup, thats what I'm doing too, but I really like TCG and its my only way to contribute to make it better. Or perhaps I want to give jb small nightmares. Muhahaha.
 
Would be pretty huge if it would scan (albeit a very long scan) for every recipe you can currently make, or could currently shop buy. Biting off 100 recipes at a time is great but you can still get stonewalled on a set of bad farms
 
So, in the realm of maxing your augment, you just let it run for each tradeskill and it WILL try to make everything it can sans farmed materials. After that, what is left is Farmville 3.0

If you want to standard craft and know if you can make the recipe, well you just click on it after you set your amount and when you click on the info checkbox, if the craft button is green you can make it after interrogating the whole chain of recipes to make it.

If your goal is to know which standard recipes you can make, I would go with the above, the alternate being, getting into excluding all farmed materials, cycling through 40000+ recipes, making a field in the database that flags each recipe as storebought and then displaying that for the user. Which is possible. I still am trying to figure out what the intent is, does everyone just want a list of 3000 recipes (guess) that they know they can always make?

If you are doing the max augment, for recipe counts under 1000 it doesn't really take that long to weed out all the recipes that can be crafted without extra materials. If you run brewing, baking, or fishing, you will find out PDQ.

The same would apply to the max augment, we would take the flagged recipes and compare them to the artisan prize recipe list and flag those. But, once again, someone is seeing value where I am not.

EDIT: I am concocting ways to butcher the core recipe interrogation module to accomodate this.
 
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I could make it a lot faster and more efficient if it were not processed in game, but the lazy route is currently prevailing.

It will run through each recipe and spit out if it is completely vendor purchased or farmed.

For those that like to look at and or rip apart code....

Code:
local function get_recipe_data()
    local data_array = {}
    for x in db:nrows(
                 "SELECT RecipeID FROM MasterRecipeTable WHERE RecipeID !=0") do
        table.insert(data_array, x.RecipeID)
    end
    return data_array
end

local function run_recipe_data()
    local recipe_dataset = get_recipe_data()
    for c = 1, #recipe_dataset do
        local ignore_data = {}
        local farmed_data = {}
        local shopping_data = {}
        local recipe_data = {}
        local bank_data = {}
        local bought_table = {}
        recipe_data, ignore_data, bank_data, farmed_data, shopping_data =
            crunch.items(recipe_dataset[c], 1, 0, 0)
        if farmed_data[1] ~= nil then
            print(recipe_dataset[c], " farmed")
            table.insert(bought_table, recipe_dataset[c] .. ",0")
        else
            table.insert(bought_table, recipe_dataset[c] .. ",1")
            print(recipe_dataset[c], " bought")
        end
        mq.delay(1)
    end
    return bought_table
end
 
I don't think anything past 300 is vendor purchased is it? It is either farmed/foraged I think. Plus most is entirely useless, just there to block access. Kind of like Planar Progression. Oh...you need a key to get in this tower, and the key holder is on a 3.5 day lockout. It is necessary, even though you are 120 and can literally have your damage shield kill the entire zone in one shot. If you just riposte while naked, you can kill entire zone in 3 hits. BUT...you need to do the flags...
 
I don't think anything past 300 is vendor purchased is it? It is either farmed/foraged I think. Plus most is entirely useless, just there to block access. Kind of like Planar Progression. Oh...you need a key to get in this tower, and the key holder is on a 3.5 day lockout. It is necessary, even though you are 120 and can literally have your damage shield kill the entire zone in one shot. If you just riposte while naked, you can kill entire zone in 3 hits. BUT...you need to do the flags...
There are a few that are vendor purchased over 300, pottery always comes to mind...

I am running EVERYTHING (40K+) , so we will know of all the recipes which can and cannot be bought. There will be a couple of outliers based on considering Shard's Landing a vendor but not listing it as such based on ability to get there automagically without face planting.
 
Just for maxing Artisan's Prize, not concerned with recipes I have learnt.

Sorry I meant something like:
It scans my inventory and all recipes I have left to learn.

Currently, I can populate the next 100 recipes for Research, but I may get "Next up I need to farm these 85 spell tablets. They have a bad drop rate in The Grounds, and it can't continue until you collect everything wanted to continue." (or whatever recipe)

Instead, it'd be pretty neat if it scanned the remaining 3400 research recipes and my inventory.txt and spit out a list of things that could be made from what I have in the bank, or what could be bought in PoK/vendor.

Particularly useful for a) Your selected 320 skill, which you may have via vendor bought items + your bank, or b) making "hard" recipes that you have huge bulks of materials in, that may be recipe ~3000 out of 3300 in the list because they're newer. I may not have any trivial 100 recipe Uncut Rubellite and neither does the bazaar, but I do have 3,000 bloodied luclinite ore.

There may be a way to do this now and I simply don't know how.
 
So, in the realm of maxing your augment, you just let it run for each tradeskill and it WILL try to make everything it can sans farmed materials. After that, what is left is Farmville 3.0

Oh I misunderstood this when I read it the first time. Literally just let it run without selecting anything and it'll process my bank. Got it.
 
nil 1 LlBrary Return_number error for Master Brewer/Master Baker trophy. Maybe not added yet?
As they like to say.. Star Trek isn't real...

YET!

will add master brewer, baker is there. but since I am interrogating every recipe I can see if there as in an issue with one of them, otherwise, not sure why it would crap out.

TBH, I tested every Artisan recipe, and Yolo'd the rest.

Edit: When I say tested, I mean perform a sanity check on the integrity of the recipe and it's subs, ensuring it doesn't error out when trying to process.

Edit: Tested Master Baker recipes, no issues.
 
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it keeps going and going..

1657840671754.png

I cobbled together a Lua only mq-less version which will or should run way faster...
 
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Will this check all of the mats we have already and try to use them up? I just now ran out of bank room with full extraplanar trade satchels. Ugh.
 
Will this check all of the mats we have already and try to use them up? I just now ran out of bank room with full extraplanar trade satchels. Ugh.
Inventory > Bank > GH <> DH is the flow

If on person, it will add what is missing based on the inventory in bank when doing the recipe calculation.
 
Running it back to check again, because I had to add to the 'recipe issue' array periodically for all the recipes.. here is the current breakdown..

Out of 43,810 recipes, 43,767 are 'good' meaning they either processed or were bugged scrolls that DNC currently.

94 Recipes are bugged, see above
43 Recipes do not process..

so about a .1% error rate on total recipes.. not too shabby..

Update:

Out of 43,810 recipes, 43,801 are 'good' meaning they either processed or were bugged scrolls that DNC currently.

94 Recipes are bugged, see above
9 Recipes do not process..

so about a .025% error rate on total recipes.. even more of a not too shabby lobby door.

After running through all the recipes it appears that roughly 2500 and some change actually are vendor purchased.
 
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You asked for it, you get it..

Will multiply the shopping up to X 10 for materials..

1657947822532.png

This should help a lot, running to the bank is a lot easier than running to other zones.. /agree

1657948188677.png

1657949153776.png
 
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Oh yeah batch gets love too..

1657949584733.png


Be wary tho, the settings travel from Standard and vice versa.
 
Dunno how many fish you got for those pesky scales, no problem! The highlighted is the primary aka unchecked, and the seconday is turquoise-ish, which will be used if checked.

1658000707043.png
 
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I haven't forgotten about the custom item destroy list when crafting, I am just trying to figure out where it fits the best,
 
Just a reminder.

If possible when/if there is an error with red text, can you snip the red text (scrub your name if it is in there) and post here?
 
Global Destruction

Unwanted Artifacts

This is useful if you want to destroy worthless items, or items you deem to have no worth, or items that just clog up the bags and have no worth to you.


I am gonna leave it up to you,.. it will always be *ON* if the item id matches it will always destroy the unwanted item, if you don't want it to do anything just leave the global_destroy.csv in the TCN Settings folder unchanged, it will create on first run and will be "empty" and should not destroy anything. This will currently affect standard ,batch, and artisan crafting and is global for all toons and servers. You will have to look up the Item ID, I do not do names because there are 0 chances of 2 items having the same ID. Add one ID after another in the next row, don't add to next column. Should also work with openoffice, no not shilling. but it is free.

Example:


15897​
44983​


1658012656379.png
 
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Holy crow, there were some transposed numbers in the cruncher module for rows 10 and 11 which were causing.. death of recipe processing.

Well.. only 9.. but hey!

now only 4 recipes do not process!.. and they are pottery and they all have some ` in their name I bet.

The dreaded COMMA in the name:

1658016167370.png

The comma is causing a shift in the data string, which is causing no bueno.
 
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Well I could release it very shortly, or keep plugging away at other things..
PLEASE release. I am out of bank room on two toons now...

/selfish

LOL! Release when ready, and thanks for all your hard work.
 
Now - just in case you are running out of things to enhance your already great product....have you though about doing a Search function based on an ingredient.

ie Lets say I am walking around Innothule Swamp and I kill a mob. It drops a Bulb Lotus
1658124515556.png


It would be extremely cool if tcg could do a search and tell me what recipes this ingredient is in.....and if I need it for my Artisan's Prize.
 
Now - just in case you are running out of things to enhance your already great product....have you though about doing a Search function based on an ingredient.

ie Lets say I am walking around Innothule Swamp and I kill a mob. It drops a Bulb Lotus
View attachment 40893


It would be extremely cool if tcg could do a search and tell me what recipes this ingredient is in.....and if I need it for my Artisan's Prize.
May I present this:

1658164201938.png

That also makes this:

1658164252977.png

Change my mind...
 
Quick FYI related to this pattern getting this error like it's not recognizing the Jeweler Kit. However when you watch it recipe calls for Prismatic Palladium Bar, Round Cut Pendant Jewelry Mold, but it's trying to place Gnomish Heat Source + Scale Order (makes Prismatic Palladium Bar) and the Jewelry Mold which would throw an error. Basically it's not creating the Palladium Bar correctly that preceeds the final combine.

1658177131345.png
1658177167532.png
 
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Quick FYI related to this pattern getting this error like it's not recognizing the Jeweler Kit. However when you watch it recipe calls for Prismatic Palladium Bar, Round Cut Pendant Jewelry Mold, but it's trying to place Gnomish Heat Source + Scale Order (makes Prismatic Palladium Bar) and the Jewelry Mold which would throw an error. Basically it's not creating the Palladium Bar correctly that preceeds the final combine.

View attachment 40901
View attachment 40902

That's new..

Sounds like it is trying to skip/ignore a step.. so time to check it out.. and to figure out which toon I have a Reinforced Kit on..

Standard Crafting is showing this, I will see what Artisan spits out

1658178735689.png

Which appears to be correct..

I am sure I can try it on other prismatic recipes that are like this also for testing..
 
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Release Tradeskill Construction Set NeXt

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