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Release Tradeskill Construction Set NeXt (5 Viewers) 4.1991b

First off, awesome work, this is great!!

I am having an issue doing the brewing freebie in Abysmal. The location is off for naving to the turn in merchant.

Where would I be able to update this loc?

Thanks
 
@jb321 this just made me crash the client. I rebooted and tried it twice, crashes both times. I rebooted and finished it manually (no TCN but MQ was loaded.) and it worked. It crashed upon the hitting combine part only. Did the bank grab, vendor shopping and went through the searching for the name in forge and then went to experiment (as it was a new item for me). No error Message.

1655864600626.png
 
@jb321 this just made me crash the client. I rebooted and tried it twice, crashes both times. I rebooted and finished it manually (no TCN but MQ was loaded.) and it worked. It crashed upon the hitting combine part only. Did the bank grab, vendor shopping and went through the searching for the name in forge and then went to experiment (as it was a new item for me). No error Message.

View attachment 40510

I will try to re-create it. These are more difficult based on it not being a programming error per se.
 
@jb321 this just made me crash the client. I rebooted and tried it twice, crashes both times. I rebooted and finished it manually (no TCN but MQ was loaded.) and it worked. It crashed upon the hitting combine part only. Did the bank grab, vendor shopping and went through the searching for the name in forge and then went to experiment (as it was a new item for me). No error Message.

View attachment 40510
Mine keeps doing the same thing when the combines start also.
 
Using the UI and a different recipe, correct?
So this is new, or grossly not reported over the last x months. Either way it can be a number of things.

1) when the devs update MQNext and Lua it may require changes to my original code (I will check this route)
Sometimes TLOs get an update and need attention for the original code, or possibly a newer betterer way to code something.

2) when the devs update MQNext and Lua it may need fixin' (no fingers pointed, only postulating)
 
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Using the UI and a different recipe, correct?
I tested it with the UI on an old laptop reloaded EQ, installed MQ, Updated Meshes, and extracted prize.db, simulated not knowing a recipe in the UI search..

no crash :(

unable to re-create ATT.
 
@jb321 this just made me crash the client. I rebooted and tried it twice, crashes both times. I rebooted and finished it manually (no TCN but MQ was loaded.) and it worked. It crashed upon the hitting combine part only. Did the bank grab, vendor shopping and went through the searching for the name in forge and then went to experiment (as it was a new item for me). No error Message.

View attachment 40510
I tested it with the UI on an old laptop reloaded EQ, installed MQ, Updated Meshes, and extracted prize.db, simulated not knowing a recipe in the UI search..

no crash :(

unable to re-create ATT.

No other macros or luas running..
 
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First off, awesome work, this is great!!

I am having an issue doing the brewing freebie in Abysmal. The location is off for naving to the turn in merchant.

Where would I be able to update this loc?

Thanks
Could you elaborate? Off as in a few feet away, different level, falls in water? For us cheap people (me) I usually need *focus* on the screen, otherwise it will move too far one way or the other.

Just tested "/nav locyxz -146 170 116 |log=off" which is the location to Yitimis , 15 feet away..

So.. uh.. more details?
 
I only ctd while using continue, basically when I'm trying to get an amount or go till I get a certain skill level. It will crash randomly in the middle of combine usually if salvage procs, sometimes on first salvage sometimes much later on, but it's always when salvage procs and stuff is in the container.
 
I only ctd while using continue, basically when I'm trying to get an amount or go till I get a certain skill level. It will crash randomly in the middle of combine usually if salvage procs, sometimes on first salvage sometimes much later on, but it's always when salvage procs and stuff is in the container.
I will test this also. How long has this been happening?

Also, I am using the 6/21 release for MQ for testing..
 
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So I am working on the AP and maxing to 350 (which is beautiful inside of TCN I must add) but I feel like I'm missing something.

My farm list is complete for 101 recipes, my vendor list and bank list are on me.

1656120544214.png

Is there a way to make it make these 101 recipes that i've farmed out or do i have to manually do them based on the circled text?

EDIT:

I unzipped the artisan file and over wrote the existing and it started working.
 
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So I am working on the AP and maxing to 350 (which is beautiful inside of TCN I must add) but I feel like I'm missing something.

My farm list is complete for 101 recipes, my vendor list and bank list are on me.

View attachment 40551

Is there a way to make it make these 101 recipes that i've farmed out or do i have to manually do them based on the circled text?

You can start on whatever recipe you want and it will go to 100+ that recipe you start on. the +- to the left adjusts this.
 
I will test this also. How long has this been happening?

Also, I am using the 6/21 release for MQ for testing..
I set continue to on and it salvaged the items and made the proper amount w/o CTD.

Not too long ago, it would CTD for zoning, also waiting a long time at the login screen and then trying to log in, we have come a long way.
 
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I am working on adding a unknown recipes list to click on/off for Artisan(350), also fixing the different bag types (recognition) for the freebie quests. Other stuff.

Also expert potter test and ToL Alchemy recipes have been added with the exception of the ones that are verified by Zam/EQTC that DNC. They are there, but may need tweaks in the future or will stay as is when they go live or "requirements" are met to combine.
 
It doesn't seem like this macro is designed to get you to 300, right? It's more about getting 300-350?

I gather you could brute force to 300 very inefficiently using this macro, but is there a macro designed to go from (around 54) after the trade skill trophy quests all the way to 300? Or one to max out your trade skill trophy? I know a lot of recipes used to get to 300 depend on what components you have available. Is there a macro that I could configure to do something like 'from 54 -78 recipe x, from 79 - 120 recipe y' etc.?
 
It doesn't seem like this macro is designed to get you to 300, right? It's more about getting 300-350?

I gather you could brute force to 300 very inefficiently using this macro, but is there a macro designed to go from (around 54) after the trade skill trophy quests all the way to 300? Or one to max out your trade skill trophy? I know a lot of recipes used to get to 300 depend on what components you have available. Is there a macro that I could configure to do something like 'from 54 -78 recipe x, from 79 - 120 recipe y' etc.?
It can very easily get you to 300.. you just have to choose the path you want to take. I have posted in this thread ways to 300 for quite a few of the tradeskills using 1 or 2 recipes.
 
It doesn't seem like this macro is designed to get you to 300, right? It's more about getting 300-350?

I gather you could brute force to 300 very inefficiently using this macro, but is there a macro designed to go from (around 54) after the trade skill trophy quests all the way to 300? Or one to max out your trade skill trophy? I know a lot of recipes used to get to 300 depend on what components you have available. Is there a macro that I could configure to do something like 'from 54 -78 recipe x, from 79 - 120 recipe y' etc.?
I have used this exclusively to get to 300 in every TS. Working on Max trophies now. You just need to do a little research on what recipe works best with the least amount of farming/bazaar purchases. Some of the TS are more difficult than the others, but this will do them all.
 
I was getting a plugin Lua crash zoning into a neighborhood that wasn't started up, was able to do it a few times till I just left a toon in that zone. The ctd with continue was a few builds back, I can try it again later today.
 
I ran into a scenario today where 1 toon was busy crafting (using TCG) and another queried the toons in zone for items. The crafting toon responded and ran away from the Oven he was crafting in, ran to the toon, handed the items over, and tried to continue crafting while not being at the Oven. I ran the toon back to the Oven and opened the experiment window, and it continued.

May I request that either the crafting toon pauses what he's doing to go trade the item over and resume after or that it ignores the query. Very odd scenario but thought I'd share it.
 
I ran into a scenario today where 1 toon was busy crafting (using TCG) and another queried the toons in zone for items. The crafting toon responded and ran away from the Oven he was crafting in, ran to the toon, handed the items over, and tried to continue crafting while not being at the Oven. I ran the toon back to the Oven and opened the experiment window, and it continued.

May I request that either the crafting toon pauses what he's doing to go trade the item over and resume after or that it ignores the query. Very odd scenario but thought I'd share it.
I've known this for awhile and figured a lot of people wouldn't do it, buut.. What I have done in the past was to pause the crafting toon, let the request cycle run, and then put them back to where they were and un-pause.

Since we can check the status of a running Lua, we could

A) ignore toons that are crafting
B) pause the crafting toon, have it complete the request cycle, and "remember" where it was last and what it was doing and resume.
C) other option

A of course is the easiest and least messy so far.
 
Ideally the best UX would be option B.
Second prize A (could add a /dgt message saying toon has it, but is crafting)
 
Second prize A (could add a /dgt message saying toon has it, but is crafting)
I like this one: "Wait, I'm busy crafting but I have Qty xx of Item XYZ you want. I'll give it to you in a minute." The guy already crafting should finish I imagine is a better option than pausing, while the guy requesting has not yet begun to craft, so his 'Pause' will not interfere with anything. I am Jon Snow..I know Nothing, just some thoughts.
 
In the last few days my toon has just stopped being able to open doors while running around POK. Ie running to the Small Bank.

I see he then tries to Jump and move about but cant open the door. The mesh for POK hasn't changed, and I dont think its a Nav issue. He is moving ok - just not opening doors.

Anyone else seen this behaviour?

One other comment/suggestion - I am really loving the Batch Crafting, but when collecting stuff from the bank we are picking up exact amounts of ingredients. Can we get a setting to "grab entire stacks"?
It just seems like a waste of time to grab exact amounts...fail...go back to bank..grab some more...fail...etc etc.

Other than that - Keep up the GREAT work. Love it.
 
As above, We need the capability to choose stacks of materials, not just bare minimum needed to make. Could you give us the option to pull from bank, buy from vendor, etc? Maybe have the count to make like we do currently, and the Mats to make count, so we could do:

Count 10
Mats Count 30 - As we are accounting for fails, so we pull the mats to make 30 knowing 15 will fail.

Something like that?

I cannot begin to describe the frustration I have buying 1 item from Stratos, to fail, buy the same item from stratos, to fail, again and again, over and over.

Time is money, friend! I would rather spend money, than watch this thing fail 10 combines and buy the mats individually 10 times running across 3 zones for materials.
 
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As above, We need the capability to choose stacks of materials, not just bare minimum needed to make. Could you give us the option to pull from bank, buy from vendor, etc? Maybe have the count to make like we do currently, and the Mats to make count, so we could do:

Count 10
Mats Count 30 - As we are accounting for fails, so we pull the mats to make 30 knowing 15 will fail.

Something like that?

I cannot begin to describe the frustration I have buying 1 item from Stratos, to fail, buy the same item from stratos, to fail, again and again, over and over.

Time is money, friend! I would rather spend money, than watch this thing fail 10 combines and buy the mats individually 10 times running across 3 zones for materials.
So that there is no confusion, you are referring to batch mode, correct? When there is a scenario where some people want to and some people don't, I smell a drop down or a check box.
 
So that there is no confusion, you are referring to batch mode, correct? When there is a scenario where some people want to and some people don't, I smell a drop down or a check box.
When dealing with absolutes..

we have:

Camp A - save money
Camp B - I got deep pockets
Camp C - I got money until I don't
 
So that there is no confusion, you are referring to batch mode, correct? When there is a scenario where some people want to and some people don't, I smell a drop down or a check box.
Both batch and standard. I will give you an example. Faded Luclinite Belt of Brilliance. To make 1, requires Small bricks of High Quality Ore, Purified Grease, Leather belt, the two tools (stay with you after, so no worries) from Stratos, then some other items that are farmed x 1 each that you should have in bank, plus 2 other vendors in PoK. I am not sure the % of what others experience is...but my attempts have like a 3% success rate. So in batch, or standard it will buy/purchase the minimum required to make 1. Frustrating, knowing that it will fail 97% before it makes that 1. I have literally watched 34 attempts before a success, using the I want 1, Continue checked.

No offense - F$&* that noise. I would personally love the option to have the Mats choice. I want 1 made. Stop when 1 is made. But, I want the option to buy mats for 30 combines, heck make it a limit of 10 to keep costs down even, because I know what my experience is like with success rate. Grab the mats to buy #X so I don't have to waste time traveling to every vendor in multiple zones plus my bank.

Right now, I am cheesing it by buying my own mats and having them on me, and choosing 30 count and watching it like a hawk just to ensure I cancel as soon as I actually finish the one I want. Could be 10 attempts in, 28 attempts in, etc.

I am sorry if I come across poorly, this is an amazing resource. I cannot stress that enough. But I honestly think everyone would enjoy the option to choose stacks they may have in the bank to be grabbed in case of fails. This way they stay at the table crafting the item instead of rounding up materials on inevitable fails. Would easily cut the crafting time in half, if not more for the things like the belts.
 
Both batch and standard. I will give you an example. Faded Luclinite Belt of Brilliance. To make 1, requires Small bricks of High Quality Ore, Purified Grease, Leather belt, the two tools (stay with you after, so no worries) from Stratos, then some other items that are farmed x 1 each that you should have in bank, plus 2 other vendors in PoK. I am not sure the % of what others experience is...but my attempts have like a 3% success rate. So in batch, or standard it will buy/purchase the minimum required to make 1. Frustrating, knowing that it will fail 97% before it makes that 1. I have literally watched 34 attempts before a success, using the I want 1, Continue checked.

No offense - F$&* that noise. I would personally love the option to have the Mats choice. I want 1 made. Stop when 1 is made. But, I want the option to buy mats for 30 combines, heck make it a limit of 10 to keep costs down even, because I know what my experience is like with success rate. Grab the mats to buy #X so I don't have to waste time traveling to every vendor in multiple zones plus my bank.

Right now, I am cheesing it by buying my own mats and having them on me, and choosing 30 count and watching it like a hawk just to ensure I cancel as soon as I actually finish the one I want. Could be 10 attempts in, 28 attempts in, etc.

I am sorry if I come across poorly, this is an amazing resource. I cannot stress that enough. But I honestly think everyone would enjoy the option to choose stacks they may have in the bank to be grabbed in case of fails. This way they stay at the table crafting the item instead of rounding up materials on inevitable fails. Would easily cut the crafting time in half, if not more for the things like the belts.
It's probably just a math problem.. as in get the count... and if it falls under a stack or over a stack grab stack+ .. sounds legit. But may not be so beneficial for vendors as in I need 3 "whatever expensive thing they sell in Stratos" and it buys 20 or even worse 100 or a 1000, so that one would need a multiplier most likely, or a limiter.
 
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I think the multiplier thing is ok, as long as I am allowed to grab more items to stay at the table crafting longer. I can see spending tons on the clay, I think that is the most expensive part on that particular belt. But even on things like the armor pieces. I am group only, with 12 toons, so everyone gets outfitted in the CoV/ToL T3 gear. Lots of mats involved, mostly farmed by myself, but I definitely want to be at the table crafting pieces, not running around.
 
I have a laundry list of things to do in here. I've been haunted by the fish scale auto-swap, so I want to work on that first. I have the materials procurement on the roadmap as well as other items. This is living code, of course. The original intent was to make a 350 method to make it easy on the masses, batch crafting is icing that keeps getting sweeter.
 
I have a laundry list of things to do in here. I've been haunted by the fish scale auto-swap, so I want to work on that first. I have the materials procurement on the roadmap as well as other items. This is living code, of course. The original intent was to make a 350 method to make it easy on the masses, batch crafting is icing that keeps getting sweeter.
No problem! TY for taking a look!!!!
 
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.


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Release Tradeskill Construction Set NeXt

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