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Release Tradeskill Construction Set NeXt (5 Viewers) 4.1991b

Yeah it shows up in Standard mode but not in the Artisan mode. Artisan mode bought all of the materials except for and then didn't list the Frying Pan Mold.
 
If I remember this vendor was on faction. I ended up sending a rogue there sneak and hide to buy like 30 molds for all my toons. lol
 
This utility is awesome. It's worked quite well on a new character. However I've encountered several tool recipes that, when loaded in the Standard crafting interface, don't execute when clicking Craft and I can't figure out the reason. One example is Sewing Needle. Am I possibly doing something wrong with these low trivial tool crafting recipes?
 
With the batch mode, would it be possible to have multiple saved batch lists? Would be nice to setup "common orders" and just load a list and hit go.
 
With the batch mode, would it be possible to have multiple saved batch lists? Would be nice to setup "common orders" and just load a list and hit go.
This could be achieved in a couple of ways..

1) Increment a counter and keep the filename the same and add the counter and then provide a list to choose from similar to shop buddy tab.
But, it would need a preview mode to show the contents. We wouldn't know what each file contains.

2) Typing filenames to save and then picking from similar to shop buddy tab, hoping you know what the filename means. Typing is bad mmm-kay. I am anti-typing with regards to usage, if one hadn't noticed.

3) Have a list to choose from: (i.e. BlacksmithSOV01 , BakingTOV01, JewelryCOV01) as a save filename.

4) other option.
 
This utility is awesome. It's worked quite well on a new character. However I've encountered several tool recipes that, when loaded in the Standard crafting interface, don't execute when clicking Craft and I can't figure out the reason. One example is Sewing Needle. Am I possibly doing something wrong with these low trivial tool crafting recipes?
Can you SS this for me so I can what it is doing?

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This could be achieved in a couple of ways..

1) Increment a counter and keep the filename the same and add the counter and then provide a list to choose from similar to shop buddy tab.
But, it would need a preview mode to show the contents. We wouldn't know what each file contains.

2) Typing filenames to save and then picking from similar to shop buddy tab, hoping you know what the filename means. Typing is bad mmm-kay. I am anti-typing with regards to usage, if one hadn't noticed.

3) Have a list to choose from: (i.e. BlacksmithSOV01 , BakingTOV01, JewelryCOV01) as a save filename.

4) other option.
In my use case I am frequently given large orders for ToV, CoV, ToL (I am sure future expansions will follow suit) armor/aug sets. While there are groups of the armor that can be grouped such as CoV T3 Priest or Caster, there are however, melee types that are quite a bit more segmented, at least in the weapon section.

I think either option 2 or 3 (I know you would lean more option 3) as long as there is the option for the user to rename the list files (even via Windows File Explorer) would work. This could also potentially be able to be used in a repository somewhere for batch lists users have created. Thinking similar to KissAssist INI sections of the forums.
 
Forgive me if this is a stupid question, I don't know much about Lua. But would it be difficult to implement logging and a way to turn on a "debug" mode that would increase the log level? Seems very difficult to try to find a bug by looking at screen shots.
 
Here are my screens. When I click "Craft" for Sewing Needle, nothing happens that I can see (i.e. no messages or other feedback).

View attachment 39747
When the craft button is yellow you are missing something, and if you look at the Missing Recipe Items window it says you are missing ore and steel, so there is no way it will make it. You need farmed components to complete the craft, this doesn't cheat materials, you have to get them yourself.
 
Forgive me if this is a stupid question, I don't know much about lua. But would it be difficult to implement logging and a way to turn on a "debug" mode that would increase the log level? Seems very difficult to try to find a bug by looking at screen shots.
If it crashes and there is a bunch of red text, I can usually infer from that (typically something is NIL). If I get screenshots, I can infer operational issues, they tell me if something is missing or not working right. I designed TCSNeXt to be modular so I can zero in on a specific area to add to or fix, or remove as needed.
 
I think some documentation or editing is needed- what does Frugal mode do? Continue? They have popup text and likely an explanation somewhere in this 24 page thread but no simple FAQ area.

Are the vendor/bank/etc routines different between the standard/artisan/batch modes?

Two things about the 30 recipes and the slider next to it (artisan mode):
1- could we get the 30 to be adjustable? 20-100ish.
2- If you have the 30 selected then the slider won't start at the selected recipe and the script will start at Recipe1.

It'd be fantastic if the Generate Mass List only picked up vendor items that the script finds non-vendor items for. "Only buy vendor items for combines I have a chance of completing" to cut down on running around and buying items that potentially won't ever get used and just take up space.
 
When the craft button is yellow you are missing something, and if you look at the Missing Recipe Items window it says you are missing ore and steel, so there is no way it will make it. You need farmed components to complete the craft, this doesn't cheat materials, you have to get them yourself.
I understand now. It worked successfully after I picked up the ingredients. I wasn't sure how much "prep" the script would do in terms of buying/combining the base ingredients. Sorry for the confusion and thanks again for making this.
 
I think some documentation or editing is needed- what does Frugal mode do? Continue? They have popup text and likely an explanation somewhere in this 24 page thread but no simple FAQ area.
Most changes are bleeding edge and happen as the project progresses, the answer is in the update entries. When we get to end game or close enough, documentation will be revisited and bolstered. Continue - does everything to make that one recipe, or die trying over and over. Frugal- does it the old way as in buy some materials, make a sub recipe, and repeat, if at any time it fails any recipe, it fails the whole recipe saving you money and bag space.
Are the vendor/bank/etc routines different between the standard/artisan/batch modes?

Two things about the 30 recipes and the slider next to it (artisan mode):
1- could we get the 30 to be adjustable? 20-100ish. - 10,20,30,40,50,75,100 - Coming Next Release
2- If you have the 30 selected then the slider won't start at the selected recipe and the script will start at Recipe1. - Coming Next Release

It'd be fantastic if the Generate Mass List only picked up vendor items that the script finds non-vendor items for. "Only buy vendor items for combines I have a chance of completing" to cut down on running around and buying items that potentially won't ever get used and just take up space.

I am still not co-signing this "know what I can make" argument. In the next release you will have the option to do 10, 20, 30, 40, 50, 75, 100 recipes at a time or all of 'em. Additionally, you can omit sets of recipes you never want to do using the prize.db for a specified tradeskill by setting it to skip the recipe in the DB, so it will never buy/calculate the wasteful materials. Based on the ability to do digestable chunks the onus is upon the user to burger king'it for recipe selection.

Selecting recipes you can make for sure would be based on 3 factors, what I got on me, what I got in the bank, and what the vendor has. This then effectively negates the ability to shop from Hoard (coming), and shop from Guild Hall and shop from other players. The fix to all that is to add a run to the GH and a run to the Hoard, and a bunch of asking other characters (last resort) if they have the stuff and then calculating what we can make based on 10 , 20, etc recipe counts. These are meant to be hail marys to give you more options to complete recipes. But this still only works for the amount of recipes, we still wouldn't know if we could make a recipe even though we raided the GH, the Hoard, and our fellow PCs. That would only apply if we got every single material we were going for, based on a specified amount of recipes.

So a long and winding flow would be, I want to make these 10 recipes, I checked myself, I checked my bank, I checked the vendors, I checked the guild hall, and I checked the hoard and I still need 3 fantastic pelts, so I am left with asking other toons. I'm not able to utilize the calculations exactly for Guild Hall and Hoard, for both of these I have to go to them (travel), dump their inventory and then use it in final calculations. Could it be done, yes.. but this still creates the same problem of not knowing if I could actually make all 50 recipes when ultimately I only have enough materials for 25 based on all the inventory checks.


I can/could add this as a roadmap item to do the base checks and then display a shopping list for what should be purchased based on then 10-100 recipes we selected. Can be a feature but, I am just thinking of a 'best' way to do it. Which to me means do everything (track GH, Hoard, Bank, Local inventories) and either ask each character on every recipe that is missing an item if they have it, and then cycling, or ask them at the end, or don't ask them at all.

What would end up happening is we would cycle x amount of recipes and be able to make y amount of recipes and specifically add them to a list to be made based on all knowns except for DanNet grabbing whilst logging all that is needed from every area (Bank, GH, Hoard). I guess we would have to keep track of all the other recipes we couldn't make and the reasons why. But, still, thinking back to the way I completed baking, brewing (mostly), fishing(almost). I just did it in the blocks of 30 and farmed said items to complete. If there was a recipe I would never be able to or want to achieve, I would skip it using prize.db. Mind you, this was pre-mass vendor shopping list. It could work I spose, and anytime someone has a feature request it gives me opportunities to code like a walking trash can, or the equivalent of a greek god developer.

The easiest way to know what you can make and complete is to just let it run a cycle and put it on continue if you so desire. It will shop, go to the bank and use your local inventory to achieve the goal automatically. When it has run it's cycle you can with a high degree of fidelity know that whatever else is left are missing materials.

In the end it is about maximizing the ability to calculate recipe materials needed using all resources at hand. If there were not a way to break down recipe cycles into small chunks and also ignore recipes, I would be more inclined to agree.
 
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Dragon Hoard grabbing is live - Next Release

Used with generate mass list under Artisan...
 
Multiple batch files for loading, saving, deleting.. NEXT RELEASE.

Type at your own risk! make up names you want.. no funny characters tho..

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It looks like when you are generating the Mass List for Artisan crafting you are not counting items in your bank for the list of what you have. Is this because you are creating the Mass Bank Shopping List last? To work around this, I have to generate the list. Do the Bank Shopping, then generate the list again.

As an example I am doing the Blacksmithing. I have 22 Chips of Granite in bank but the mass list says I need 33 and have 0.

1651876750048.png
 
It looks like when you are generating the Mass List for Artisan crafting you are not counting items in your bank for the list of what you have. Is this because you are creating the Mass Bank Shopping List last? To work around this, I have to generate the list. Do the Bank Shopping, then generate the list again.

As an example I am doing the Blacksmithing. I have 22 Chips of Granite in bank but the mass list says I need 33 and have 0.

View attachment 39779
It is by design, missing list does not take into account banked items, the banked list is for that. Once you get the banked items it should update the missing list counts. If it isn't doing that I need to know..

There should be no ..workaround.. for this
 
It is by design, missing list does not take into account banked items, the banked list is for that. Once you get the banked items it should update the missing list counts in the farm list. If it isn't doing that I need to know..

There should be no ..workaround.. for this

EDIT: I checked it looks like the logic is there to update local counts in the farm list regardless of where the materials come from.

Order for materials is local > bank > GH > Dragon Hoard > Other Players

or pretty much any order after bank...
 
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When crafting in the guild hall, you can get stuck selling to a Parcel person.
View attachment 39787
Fixed..

I addressed this before, either I coded the fix out, or never fixed it in the first place even though I thought I did, but I tested it in the GH and in POK so I am pretty confident.

Good ol' EQ allows you to sell to parcel merchants in POK but not in your GH, of course.
 
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Fixed..

I addressed this before, either I coded the fix out, or never fixed it in the first place even though I thought I did, but I tested it in the GH and in POK so I am pretty confident.

Good ol' EQ allows you to sell to parcel merchants in POK but not in your GH, of course.
What do you think of forcing small guild hall instead of greater guild hall or as another option? It has parcel that also sells and I believe all the crafting stations and bank.
 
What do you think of forcing small guild hall instead of greater guild hall or as another option? It has parcel that also sells and I believe all the crafting stations and bank.
Since it has been fixed, I don't see a need to operationally change it. the standard GH does not have all the crafting stations, it has the basics like you would find in any city (it is missing alchemy, research, tinkering, poison crafting, fishing table, ice cream churn), so it would not work for that purpose.
 
When looking for a vendor that doesn't exist, the Lua crashes out. On Rizlona again ( :rolleyes: ) I'm trying to craft in research the item "Song: Chorus of Marr" and it's trying to buy "Fine Vellum Parchment Solution" from the vendor "Maree Rasumus", who doesn't exist on the server yet. I acquired it elsewhere, in this case back in neriak, because there's no vendor in PoK at this point that sells them.
 
When looking for a vendor that doesn't exist, the lua crashes out. On Rizlona again ( :rolleyes: ) I'm trying to craft in research the item "Song: Chorus of Marr" and it's trying to buy "Fine Vellum Parchment Solution" from the vendor "Maree Rasumus", who doesn't exist on the server yet. I acquired it elsewhere, in this case back in neriak, because there's no vendor in PoK at this point that sells them.
Did you overwrite the Artisan.DB with the supplied Riz_artisan DB file? It does not have that vendor and would not do that.

Of course it won't buy anything either, this runs into the main TLP server problem, which zone to go to that doesn't have mesh issues, that has the right faction/race , and can be travelled to without risk of death.. that is why whatever era POK bank area vendors may be (ROF?), is great.
 
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hmm, I did do some updating recently, and have been computer hopping, so it's possible that I had forgotten to fix that on this computer. I'll see what I can figure out.

Edit: So, yep. I was on my old computer because the PSU was crapping the bed on my new computer. A whole 8 months old, and my 750W platinum 80+ thermaltake decided to choke if I loaded too many toons or pushed power needs a bit much. So I was on the older system, while I waited for a replacement PSU, and I just downloaded the Lua and apparently forgot to make the library change, so that's why it was doing that in this instance.
 
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hmm, I did do some updating recently, and have been computer hopping, so it's possible that I had forgotten to fix that on this computer. I'll see what I can figure out.
Rathe Mountains may be a candidate which is friendly to all.. checking with toons..

My Evil Iksar is a ok on the spell vendors..

Frogs don't like him trying to sit to camp tho..

They iced my Ogre.. so not so friendly..
 
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iam totaly confused... didnt know how to start anything...
If everything has been set up.. '/Lua run tcg' .. we can go from there.. if it spits out some text or errors we can also go from there.

There are a lot of '?' for hints on things you can do and basic explanation, also the FAQ and instructions from this resource as well as the update log for changes and features. Additionally, general operation is within this very thread.

There is a wiki currently being developed that will provide general walk through operation and most likely more.
 
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Is it possible to have the Recipe for Bloodied Luclinite Fish Scale line of crafts check for Luclin Flame Angel or Luclin Dragon Blood Cichlid? I have the Luclin Dragon Blood Cichlid but it fails due to only looking for Luclin Flame Angel.
1653097345732.png1653097366186.png1653097400067.png
 
Is it possible to have the Recipe for Bloodied Luclinite Fish Scale line of crafts check for Luclin Flame Angel or Luclin Dragon Blood Cichlid? I have the Luclin Dragon Blood Cichlid but it fails due to only looking for Luclin Flame Angel.
View attachment 39991View attachment 39992View attachment 39993
The current work-around is to just craft scales using that specific type. It was a toss-up based on ease of fishing is how the recipe was originally set. Seeings how it is fished in ME.
 
DoN cultural crafting really makes the Lua upset. So, for instance, as an ogre I have to buy an Ogrish Smithing hammer, which comes from only one mob in the game, Puglala in Oggok, but the Lua can't find it, or doesn't know where to look maybe. But I went and bought it, fine. The Lua won't run while you're in Oggok however, and the Ductile Cold Iron also comes from Puglala (also Gralbek I think), both in Oggok.

So I run back to PoK, and proceed to craft, which works ok for the subs, until the final combine, which it tries to combine in the generic forge by Caden, but the combine can actually only be done in Oggok, in an ogre forge.

I presume this challenge is going to exist for all of the cultural combines. Is it monumental to adjust for these items?

As an aside, the recipe list for the cultural gear is rather obscene, just due to the shear number of "elaborate blah blah blah" for instance. So, if it's race restricted, maybe you don't have it in the db, but it would be nice to filter out things I flat out can't make if I'm not the right race/diety.
 
DoN cultural crafting really makes the Lua upset. So, for instance, as an ogre I have to buy an Ogrish Smithing hammer, which comes from only one mob in the game, Puglala in Oggok, but the lua can't find it, or doesn't know where to look maybe. But I went and bought it, fine. The lua won't run while you're in Oggok however, and the Ductile Cold Iron also comes from Puglala (also Gralbek I think), both in Oggok.

So I run back to PoK, and proceed to craft, which works ok for the subs, until the final combine, which it tries to combine in the generic forge by Caden, but the combine can actually only be done in Oggok, in an ogre forge.

I presume this challenge is going to exist for all of the cultural combines. Is it monumental to adjust for these items?

As an aside, the recipe list for the cultural gear is rather obscene, just due to the shear number of "elaborate blah blah blah" for instance. So, if it's race restricted, maybe you don't have it in the db, but it would be nice to filter out things I flat out can't make if I'm not the right race/diety.
Rizlona users.. yeesh

If you are in RoF expansion it would find any cultural item on Culturalist Devari.. if not.. well I haven't focused on if I am an Iksar I need to go to Cab and buy a hammer, or if I am a Ogre I need to go to Oggok and buy a needle.. it may come, but this is specialized for Rizlona and other TLPs.

This also includes specific cultural "only" in your city, which means I have to have a delimiter for everything Ogre that uses the Oggok Forge and then make those changes. Then, implement the travel ,usage, and return as necessary.

I have to go through I am guessing 6000+ recipes and find every Elaborate Starglider and change all those to Wood Elf, and so on and so forth, and then I can restrict recipes. Maybe do something smaller and just make a short list with Starglider, Heavenweeper, Fruityblaster and assign races to those and then restrict.. either way.. all you are asking for is a bit of work.
 
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I figured it would be something of the sort. Yes, us TLP folks are special little flowers since DBG doesn't give us all of the tools to use! :)

What I am doing for now to make it work, is I'll use the Lua to do the template combines in PoK. They all fail on the final combine, but not in any catastrophic manner, and it'll complete the sequence and return to the bank as normal when finished. I made up all of the templates for the combines I wanted to make, then origin'd back home (don't forget to get your hammer back out of the bank first). I then ran over to the forge and used the search function for my class combines, they were all in the list already, so I didn't have to get a successful combine first to add it to the list. I then did the combines I had (I'd made a couple extra templates just in case of failures) and it worked just fine. I did need to buy extra coal for the combines, but the vendor was next to the forge, at least in Oggok anyway.

Not quite as automated, but probably 90% automated between the Lua and the TS container list anyway, and it worked pretty well.
 
Release Tradeskill Construction Set NeXt

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