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Release Tradeskill Construction Set NeXt (1 Viewer) 4.1991b

I just did the Freshman Smith Test quest. It completely left out the Forged Velium Shuriken requirement. It requires 60 to be made.
it did the same for me. I just made it myself using TCG then ran it again for the Fresh smith quest.
--this issue is the issue I said I had with the smith quest but I didn't specify what the issue was because I was easily able to do it myself to finish the quest.
 
it did the same for me. I just made it myself using TCG then ran it again for the Fresh smith quest.
--this issue is the issue I said I had with the smith quest but I didn't specify what the issue was because I was easily able to do it myself to finish the quest.
Well, it would be helpful for me if I had the ALT-Q screenshot of the order of recipes from the quest journal. There have been a few cases where the Zam and the EQ journal don't match up..
 
I've done nothing but skill to 151.. and I get this..

1667002963310.png

I have also updated VV from today..

All this comes directly from the quest journal.
 
Well, while getting to the bottom of this, I found out if you requested items again it would act like you didn't have anything and ask for more items. Fixed.

I also found that there was no sub-recipe identified to make Coldain Velium Temper so I fixed that for all the recipes that called for it. Fixed.

Which then led to another revelation, that it is not taking into account the proper amount of missing items when generating the farm list because it is working off the assumption you will only need 1 set of each
which was set for the Artisan side of things, and works pretty much with the quests too,
EXCEPT when the quest has 2 recipes that call for the same sub-recipe. Irritated.

Which after going to the next recipe it wants a portable container, but doesn't wait until we have it inventory and continues on it's own. Fixed.

This is another one of those, how has this thing been working situations..
 
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jb321 updated Tradeskill Construction Set NeXt with a new update entry:

One Step Closer...

10/28/2022

3.15b - ChangeLog

Fixed: Coldain Velium Temper Recipe Reference, will now try to make it using sub-recipes.

Fixed: Requesting items after we already have the items, would request them again, no longer.

Fixed: [COLOR=rgb(0...[/quote]

Read the rest of this update entry...
This wasn't or isn't a problem unless you have trash faction: Coldain Velium Temper Recipe, I will be undoing this change. The alternative is to buy brown algae in Cobalt Scar.
 
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jb, i just got back from a long break and might to relearn a bit what you did with the Lua, but man, i am i,pressed and happy that i bought it! keep up the good work…any tips on relearning?
 
I am remembering making something that required vegetables, instead of asking a toon for vegetable, (which I purchased in Western Waste TOV). He went and bought all the supplies to make vegetables. Another thing, making Vegetable Oil, be nice if he did 4 at a time rather than 1 at a time when making a hundred Vegetable Oils. :)
 
I am remembering making something that required vegetables, instead of asking a toon for vegetable, (which I purchased in Western Waste TOV). He went and bought all the supplies to make vegetables. Another thing, making Vegetable Oil, be nice if he did 4 at a time rather than 1 at a time when making a hundred Vegetable Oils. :)
There is this thing called batch..

9203861 20386 Vegetable Oil (4)
 
There is this thing called batch..

9203861 20386 Vegetable Oil (4)
Yah, I got that part, but batch 100 Vegetable Oil(4) still calls the sub-recipe for vegetables. Which is lettuce, carrots and turnips. If possible would like it to call (Request from other toons) for 100 Vegetable and 100 Water Flask. If no vegetables then make the Vegetable?

Works fine if you have the vegetables on you. Not a big deal. It does request the vegetables if I remove the sub recipe requirement for vegetables from the recipe Vegetable Oil, but then if you don't have the items its not going to make them. haha
 
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Been using this for about a week now, mostly enjoying it! Some oddities I'm figuring out...

Have noted the trivial listed in the craft window for Luclin Savory Roast is incorrect at 202, it should be 466.

Loving the feature with the UI checkbox where if you don't know the recipe it uses the "experimental window" till it succeeds, then switches to the crafting UI and continues on. However, if you are using a recipe with a high trivial level, such as the roast above, I'm noticing that it frequently doesn't empty the items out of the experimental window before trying to reload and combine again, which results in stacked items and can't combine messages. It does NOT seem to have this problem if you don't select the "UI" box.

Many thanks for all your hard work!
 
Been using this for about a week now, mostly enjoying it! Some oddities I'm figuring out...

Have noted the trivial listed in the craft window for Luclin Savory Roast is incorrect at 202, it should be 466.

Loving the feature with the UI checkbox where if you don't know the recipe it uses the "experimental window" till it succeeds, then switches to the crafting UI and continues on. However, if you are using a recipe with a high trivial level, such as the roast above, I'm noticing that it frequently doesn't empty the items out of the experimental window before trying to reload and combine again, which results in stacked items and can't combine messages. It does NOT seem to have this problem if you don't select the "UI" box.

Many thanks for all your hard work!
UI has needed and continues to need 'work' , the UI has never received the attention that everything else has, it is the red headed step child of TCSNeXt...
 
Yah, I got that part, but batch 100 Vegetable Oil(4) still calls the sub-recipe for vegetables. Which is lettuce, carrots and turnips. If possible would like it to call (Request from other toons) for 100 Vegetable and 100 Water Flask. If no vegetables then make the Vegetable?

Works fine if you have the vegetables on you. Not a big deal. It does request the vegetables if I remove the sub recipe requirement for vegetables from the recipe Vegetable Oil, but then if you don't have the items its not going to make them. haha
So you are telling me, this don't work?

1667059230024.png
 
jb, i just got back from a long break and might to relearn a bit what you did with the lua, but man, i am i,pressed and happy that i bought it! keep up the good work…any tips on relearning?

I don't know when you left and when you came back so I wouldn't be able to accurately capture the learning that is needed.

I will say, the windows have been cleaned up and if they can be put in the main window they will be, if not there is a side window for batch, standard, and artisan, but it is less cluttered than it was...
 
I don't know when you left and when you came back so I wouldn't be able to accurately capture the learning that is needed.

I will say, the windows have been cleaned up and if they can be put in the main window they will be, if not there is a side window for batch, standard, and artisan, but it is less cluttered than it was...
There are also a few videos in the last few pages that show the upgrades..
 
So you are telling me, this don't work?

View attachment 43200
This works fine if you have the vegetables on you and not requesting items from other toons. It will buy the supplies to make vegetables. I am saying that in batch mode when you request items to make Vegetable Oil it is looking for Lettuce, Carrots and Turnips when the tradeskill Mule has Vegetables.


Not that it matters since you would have to navigate to western waste tov to get vegetables. but they are free on a merchant there, thus making it a vendor bought item to eliminate having to make vegetables. :)
 

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While I was fixing up the Freshman Smith Test.. I also added a check for the specialized bag, so if you don't have it, it will just skip the recipe instead of waiting for you to put a bag you don't have in inventory:

1667065369033.png
 
This works fine if you have the vegetables on you and not requesting items from other toons. It will buy the supplies to make vegetables. I am saying that in batch mode when you request items to make Vegetable Oil it is looking for Lettuce, Carrots and Turnips when the tradeskill Mule has Vegetables.


Not that it matters since you would have to navigate to western waste tov to get vegetables. but they are free on a merchant there, thus making it a vendor bought item to eliminate having to make vegetables. :)
Zones where you can get clobbered is something I don't really do, Zones with a portal stone.. can be done, but the answer is depends on the situation... I wouldn't want to go to OT2 buy something then go to Shard's Landing (example) and then back to OT2 buying another portal stone..
 
Zones where you can get clobbered is something I don't really do, Zones with a portal stone.. can be done, but the answer is depends on the situation... I wouldn't want to go to OT2 buy something then go to Shard's Landing (example) and then back to OT2 buying another portal stone..
Yah, aside from not having to go to the zone, if a mule has main items for a recipe, does it calculate them or is it just the vegetables?
 
Yah, aside from not having to go to the zone, if a mule has main items for a recipe, does it calculate them or is it just the vegetables?
use the requests tab, If it has a sub-recipe and it can be made with vendor items, it will not show up as a requested item.

The prospect of not making a sub-recipe and hoping someone has it, I don't work under those terms, I go for sure things, not maybes as much as possible.
 
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use the requests tab, If it has a sub-recipe and it can be made with vendor items, it will not show up as a requested item.

The prospect of not making a sub-recipe and hoping someone has it, I don't work under those terms, I go for sure things, not maybes as much as possible.
Yah, that is the best way to do it. I think for the Vegetables II will just assume that I have Vegetables and remove the Sub-Combine for it. :)
 
Hi, question on how to operate Request items options. I've been making stuff and very often miss certain ingredients. So i was happy to see the Request missing items from other chars.
All my chars run via Very Vanilla/EQBCS (standard i think?) and are in same zone. How does the request item work and how will it give me feedback?

Any help/pointers appreciated :)
 
Hi, question on how to operate Request items options. I've been making stuff and very often miss certain ingredients. So i was happy to see the Request missing items from other chars.
All my chars run via Very Vanilla/EQBCS (standard i think?) and are in same zone. How does the request item work and how will it give me feedback?

Any help/pointers appreciated :)
it works off of Dannet, when you request, it will "ask" other characters in zone and if they have it, it will say the character and that they are bringing you the item. The video a few posts ago shows the general operation sans actually getting anything.
 
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Request batch missing components. If you need 1700 of an item mule only brings 1000. If you run it a second time he brings the other 700.
 
Error making Crisped Restless Fish, I have plenty of Arrowhead fish on me. Its for Velious Surf and Turf, which gives the same error due to not able to make the original Sub combine, Restless Fish Fillets.
1667653741885.png
 
I had an issue last night, in a couple places it got stuck and made multiple copies of a few different things when I wasn't paying 100 percent attention. Conflag marquise and trillion diamonds, later cobalt chain belt template. I'm in the artisan tab, and I didn't screen shot it
 
I had an issue last night, in a couple places it got stuck and made multiple copies of a few different things when I wasn't paying 100 percent attention. Conflag marquise and trillion diamonds, later cobalt chain belt template. I'm in the artisan tab, and I didn't screen shot it
If you could repro it with SS that would be helpful and the specific recipes.

It works off of events and cursor info.
 
Is anyone else experiencing this?
I've had it happen with baking. but mine was a subcombine and TSG had been running for like 36 hours straight. so.. I figured it was just an issue when you keep RG up running for too long
 
Release Tradeskill Construction Set NeXt

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