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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
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Release Tradeskill Construction Set NeXt 4.1991b

I would like to buy this but I don't have paypal.. any suggestion apart from paypal?
 
Cultural dispo coming...

1653855753497.png


Which also means Ogres will soon be able to forge in their own city for cultural.. duh

The flow should be grab everything you need from POK and bank, and then travel to Oggok and use the Ogre Forge, return items to Oggok banker and end...
 
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Perks? or backpacks in all slots? or option c? Weird container type in bottom most right slot?

Just for grins, ensure latest MQ is installed , re-zone, or a hard reboot.

Because I get high on my own supply:

View attachment 40110

it works, no code changes..
1653890725527.png

Rebooted computer, RG updated along with plugins, macros, and luas. opens up the Spit and pulls the single item out and puts it back then pulls the next and puts it back into inventory.
 
One thing I've noticed that can cause this behavior is for you to open your inventory containers while the Lua is running. particularly if you have containers in your inventory with a "combine" button option, like a medicine bag, while your toon is trying to do combines in a world container. I avoid this issue by not futzing around in my inventory while it's doing combines.
 
Ran the GOD and TSS quests like a champ after removing a bag that had stuff in it from the #10 slot.
Note: If every bag has something in it, including the bottom right slot, you will not be able to auto-swap containers. Also, if the ts container itself has items in it, it will try to put those items in another bag or empty slot.

Q: Why can I not just use the cool UI interface on the portable container, and not have to empty it?

A: Custom UIs cause it to blow up..
 
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Because no one asked..

Current Blacksmith Cultural Status:

RaceCultural ForgeRecipe CountZone BankingPathing
GnomeClockwork Forge
267​
YesYes
Vah ShirShar Vahl Forge
266​
YesNo
TrollTroll Forge
277​
YesYes
DwarfStormguard Forge
413​
No BankYes
Dark ElfTeir`Dal Forge
316​
No BankYes
FroglokGuktan Forge
267​
YesYes
OgreOgre Forge
409​
YesYes
IksarIksar Forge
297​
NoYes
Cultural Blacksmithing Recipes
2512​

Iksar banking, need to make a custom path or zone hop, it currently will run from CabEast to CabWest to get to the banker, when they are already in the zone.

Vah Shir pathing, runs to Shar Vahl ZL using /travelto poknowledge and just sits there. Need to add keypress W or something like that to get it going.

2 zones don't have a bank in the cultural forge zone, so it cannot use what does not exist.


As it stands it can run to each cultural forge and perform the combine. However, multi-step multi-container recipes will run to the zone and if it needs a kiln or something it will run back to POK/GH and then run back again.

I am devising a way to go to the zone when the forge is called for not just because it is called out in the main recipe.
 
More unprovocated updates:

Yellow = new added races
Red = path and/or bank issues
Blue = updated

RaceCultural ForgeRecipe CountZone BankingPathing
GnomeClockwork Forge
267​
YesYes
Vah ShirShar Vahl Forge
266​
YesYes
TrollTroll Forge
278​
YesYes
DwarfStormguard Forge
413​
No BankYes
Dark ElfTeir`Dal Forge
317​
No BankYes
FroglokGuktan Forge
267​
YesYes
OgreOgre Forge
409​
YesYes
IksarIksar Forge
304​
WIPYes
HalflingVale Forge
271​
YesYes
HumanAntonican
588​
YesYes
Half ElfHalf Elf Forge
267​
YesYes
High ElfKoada`Dal Forge
278​
YesYes
EruditeErud Forge
136​
WIPWIP
BarbarianNorthman Forge
378​
WIPWIP
DrakkinCrystalwing Forge
268​
WIPWIP
Wood ElfFeir`Dal Forge
294​
WIPWIP
Cultural Blacksmithing Recipes
5001​
 
Thanks for the updates for us needy TLP folks!

Dwarves can zone bank one zone away I believe in N/S kaladim, don't recall which zone the cultural forge is in. don't know which wonky secondary zone the DElves have to find their bank in though offhand.
 
Thanks for the updates for us needy TLP folks!

Dwarves can zone bank one zone away I believe in N/S kaladim, don't recall which zone the cultural forge is in. don't know which wonky secondary zone the DElves have to find their bank in though offhand.
The banking really only applies to storing items, and on the off-chance that you have all the materials in the bank, otherwise, probably not so much for the cultural zoning.

The areas do have banks, but they are 1 or 2 zones away, not sure about the benefit, it is more like icing.
 
Unless you changed something recently, I've been using this on W11 for the past several months or whenever I purchased it without issue. Not to say others aren't have issues, but I've not.
 
i've also used it on a w11 pc without issue same as @toad
I am going off of reports that I have recieved. It could be a multitude of factors.

1) They upgraded to W11 and it didn't have the proper DLLs.
2) They installed W11 and it didn't have the proper DLLs.
3) The people not having issues are getting updated DLLs from other software they use via updates.
4) Hallucinations.

This is for those that may be having issues when trying to use the sqlite3.dll, the updated version of the redistributable worked for some of the users that have contacted me via e-mail so this is my PSA.
 
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for sure jb, not intended to be contrary, just saying that you're not causing me any woes here on my win 10 or 11 devices!
 
for sure jb, not intended to be contrary, just saying that you're not causing me any woes here on my win 10 or 11 devices!
Yeah I get it, I don't complain if it does work, I just want to know when it doesn't. If someone was a big time gamer I would expect DirectX to be installed, if not it may be something they need to do specifically for them. Or I could just say:


1654717264675.png
 
I have added:

Distillate of Spirituality XXI
Distillate of Celestial Healing XXI
Distillate of Clarity XXI
Distillate of Divine Healing XXI
Distillate of Health XXI
Distillate of Replenishment XXI


and these were already there (the recipe components are not in EQTC that I can see but are on Zam):

Refined Mana Tonic
Sanguineous Focus
Champion's Restorative
Luclinite Fortified Drink
- needed to correct the sub-recipe for Bloodied Luclinite Powder - Fixed

Zam also says: This recipe is not available yet, as reported by Ngreth on the official forums. Which I imagine means these 4 recipes.
 
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I have added:

Distillate of Spirituality XXI
Distillate of Celestial Healing XXI
Distillate of Clarity XXI
Distillate of Divine Healing XXI
Distillate of Health XXI
Distillate of Replenishment XXI


and these were already there (the recipe components are not in EQTC that I can see but are on Zam):

Refined Mana Tonic
Sanguineous Focus
Champion's Restorative
Luclinite Fortified Drink
- needed to correct the sub-recipe for Bloodied Luclinite Powder - Fixed

Zam also says: This recipe is not available yet, as reported by Ngreth on the official forums. Which I imagine mean these 4 recipes.

Perfect.

Thanks!
 
And I found another TLP related singular recipe issue....of course. :)

Crescent Reach is still not available on my server. Think it's added with TSS next month, but in the interim, I'm trying to make poison combines with my rogue, and a 76 trivial combine of "Rancid Wolfkiller" tries to run me to Crescent reach to buy Dogsbane. This is another Faction related purchase issue. The sellers are in EFP, Crescent, Abysmal Sea (currently avail on my server, but wouldn't have been on launch), and LFay. Not sure there's any easy solution for this one until at least abysmal is available on various TLP's.

I can resolve mine by manually running to one of the others zones to buy, just throwing this up there.

Edit: Also found this true for my next combine Beastchoker at 176 trivial. looks like same vendors and locations for Castorbean and Hounds Tongue.
 
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When making combines with the destroy turned on, but the combine yields 2 items, it only destroys the first one, and then autoinventory eventually fills up your inventory until the Lua chokes and pauses due to lack of inventory space.
could you maybe check cursor.id and if it equals the combine result ID destroy it, then check again until cursor.id does not equal that id before moving to the next combine?
 
1654823397171.png

"no way man, im outta here" - alchemist dude fo sho

Trying to do alchemist tradeskill trophy

I think it sees my thatched but not a regular one
1654823416270.png
 
Also wish I could figure out why sometimes when I tell them to go start crafting something, they say they're vendor shopping, but they won't move, and they instead open the faction window....
 
View attachment 40273

"no way man, im outta here" - alchemist dude fo sho

Trying to do alchemist tradeskill trophy

I think it sees my thatched but not a regular one
View attachment 40274
I'm guessing it is part of the 'as the crow flies' programming:

Code:
     if mq.TLO.FindItemCount(TS_Bag)() > 0 then
            print("\ao[\atTCSNeXt\ao]:Have: ", TS_Bag)
        end

Can anyone tell me what is wrong with that code, wrong answers only.

So I need a bag called medicine bag, I have a bag called thatched medicine bag, it performs the count based on loose matching, and then it uses that original name for the loosely matched container.

So we have a couple of options...


local TS_Bag = "Medicine Bag"
local true_bag = mq.TLO.FindItem(TS_Bag).Name()
print(true_bag) - in my case "Reinforced Medicine Bag" is the output.

this will get the true name of the bag based on the loose match.

OR..

make an array of all the portable items by ID and look for matches based on ID and return the bag name if it is an exact match and has the proper count..

thoughts...
 
Also wish I could figure out why sometimes when I tell them to go start crafting something, they say they're vendor shopping, but they won't move, and they instead open the faction window....
I do know it is supposed to open the faction or quest window if we have not done it in the session and especially if it finds an item a vendored item that requrires faction. Just sitting there can be a NAV/path issue possibly. Is this reproducable? and what are the circumstances surrounding it? Are we going to Stratos, Barren Coast, etc?
 
When making combines with the destroy turned on, but the combine yields 2 items, it only destroys the first one, and then autoinventory eventually fills up your inventory until the lua chokes and pauses due to lack of inventory space.
could you maybe check cursor.id and if it equals the combine result ID destroy it, then check again until cursor.id does not equal that id before moving to the next combine?
1654879787632.png

Destroying everything, would destroy tools and other things. I believe there needs to be a array of items to destroy we don't want or a small SQLite table that we can modify, or the old ini way and we can modify there and/or make a search facility for items we want to allow to be destroyed.

Rabbit hole engaged.
 
I can not readily duplicate the faction window thing on command, it's just one of those things that happens sometimes, and when it does the only way I've found to fix is to camp to at least the Char select, and log back in again so it responds correctly. I suspect some of the triggers are when it's trying to send me to zones that aren't available yet, though not positive without more testing, but Crescent destinations were a big common theme in a bunch of my combine attempts yesterday, which doesn't exist yet, as were PoK vendors from future expansions too. And it would happen even if the vendor was present. By that I mean I noticed it happening when going to an available vendor, though I suspect it was hung on the prior attempt, and hadn't exited a loop yet. Unloading and reloading the Lua was unsuccessful, nor was zoning helpful. I did notice last night that I had a Lua dump in my mq window at char select, but like an idiot I didn't screen cap it. I will if I see it again.

My destroy comment was specifically aimed at item ID's for that specific reason. When doing combines and it gives you two items, you have already loaded the Item name and ID from the database (or could have) for your final result. If you have destroy turned on, you just need a for loop that checks after the combine is finished if the cursor.id matches the completed object ID, if true destroy it, if not autoinventory, repeat until no cursor ID remains. I have not explicitly tested this loop, so there is room for error there I admit.

As for your medicine bag question, my common solution has frequently been to fall back on ID, while there have been snafu's in the past, generally you don't have duplicate ID's, but string matches on name can cause a whole host of conflicts. If you know exactly which container you're going for, find the ID, and base the checks all against that. If it's a partial name match vs full name match, you're going to have to have a table of options, with ID's and check those individually. That's been my experience to get around those anyway.

why not:
Lua:
mq.TLO.FindItem(TS_Bag).ID() == 17811
or do a finditemcount on that ID. Bypass the whole truename bit, and know that you have exactly the right bag, and/or how many of them?

Current, then Corrected if check for your statement:
Lua:
local mq = require('mq')

local TS_Bag="Reinforced Medicine Bag"

if mq.TLO.FindItemCount(TS_Bag)() > 0 then
    print("\ao[\atTCSNeXt\ao]:Have: ", TS_Bag)
end

if mq.TLO.FindItemCount(TS_Bag)() > 0 then
    print(string.format("\ao[\atTCSNeXt\ao]:Have: %s of those bags",mq.TLO.FindItemCount(TS_Bag)()))
end
 
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I looked through the thread but didn't see anything related (sorry if it is there), but I am having an issue with Tinkering. Geerlok Automated Hammer. I set to Destroy (I have the plat so don't care just want to level these garbage designed tradeskills) and set my count to 40. It will buy all of the components for 40, EXCEPT the Smithy Hammer. It does those one at a time. Even with override on.

I have to pause the script, buy these hammers manually and just fill my damn bags with them, unpause and pray to god that eventually I will get a skillup. Rinse/repeat, as Continue will only buy 1 at a time unless I pause and buy multiples.

Am I doing it wrong?

Oh, should also add that I had to manually break down all my bricks of Acrylia Ore to Small Pieces of Acrylia. It would not do that automatically. THEN, it would take those Small Pieces, and recreate them to bricks UNLESS I stopped the script. Couldn't just switch to a new recipe, like normal. Even when I reload, it takes those small pieces and puts them back to bricks.
 
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I looked through the thread but didn't see anything related (sorry if it is there), but I am having an issue with Tinkering. Geerlok Automated Hammer. I set to Destroy (I have the plat so don't care just want to level these garbage designed tradeskills) and set my count to 40. It will buy all of the components for 40, EXCEPT the Smithy Hammer. It does those one at a time. Even with override on.

I have to pause the script, buy these hammers manually and just fill my damn bags with them, unpause and pray to god that eventually I will get a skillup. Rinse/repeat, as Continue will only buy 1 at a time unless I pause and buy multiples.

Am I doing it wrong?

Oh, should also add that I had to manually break down all my bricks of Acrylia Ore to Small Pieces of Acrylia. It would not do that automatically. THEN, it would take those Small Pieces, and recreate them to bricks UNLESS I stopped the script. Couldn't just switch to a new recipe, like normal. Even when I reload, it takes those small pieces and puts them back to bricks.

I will have to look into that, but with regards to skilling up I just do the conduits.
 
Release Tradeskill Construction Set NeXt

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